This tool is at the stage of Pre-release. Your comments on any of the bugs you encountered are crucial for future development of the tool! Don't hesitate to leave a comment here if you run into any trouble.
Opening a Bug thread on this mod page or on my github page will help me track down the issue. (Otherwise I might be forgetful or miss your valuable feedback.)
Current Version: Pre-release v0.15 Havok Cloth Simulation Export
Export functions for custom cloth simulation data (BSClothExtraData block in nif). To use this function, you need to download and install Havok Physics Editor and follow the instructions on that mod page.
Custom skeleton export/BSConnectPoint:Parent import and export.
Miscellaneous fixes and quality of life improvements.
New Morph Workflow in 0.14
Advanced Morph Editing: You can view and alter target shapes including the target normal and vertex color with a newly added button "Advanced Morph Edit" in tool bar.
Import Morph as multiple Target Shapes: A new option for importing any morph as a series of target shapes.
Export Morph from a series of Target Shapes: You can export a morph from a series of target shapes produced either from Advanced Morph Editing or Morph Import. You only need to select the [MorphExport] node as Active and use regular morph export.
How to eliminate seams between hands and body? In version 0.10, you are now be able to fully export seamless meshes and morphs. To achieve that, you can follow these steps:
Prepare your body mesh and reference meshes (head and hands).
Create Base Meshes from them. A Base Mesh means the mesh has "Auto Smooth" on with no visible seams in blender. Base Meshes are used to properly calculate normal and tangent information.
For instance, if you want to create Base Mesh for imported vanilla body, you should: "Merge verts by distance" -> "Turn on Auto Smooth". No need to make any further operations.
It's advised to join all Base Meshes to make a single reference mesh. You can use Ctrl J to join all Base Meshes (including the body), and merge verts by distance.
Select the body Base Mesh as Active Object, and the joined reference Base Mesh as Selected Object.
Set "Compression Border" to 2. This is to make sure the positions of verts will be quantified at the same level.
Export the body object to Mesh or Morph or both at the same time according to your needs.
Thank you very much for that great tool ! The description says "Physics data export" is a supported feature but I don't get how such a thing is supposed to be achieved ? I mean, I've tried the Havok Physics Editor however it seems definitely dedicated to clothes and not to simple physics data such as for static walls or misc items. If it's possible to make colliders for items tied to a skeleton bone, it should be even easier to do it for an even simpler havok collider I guess ? ...Anyway I can't find how, please show me how stupid I am !
Traceback (most recent call last): File "/usr/share/blender/scripts/modules/addon_utils.py", line 351, in enable mod = __import__(module_name) File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/__init__.py", line 13, in <module> import MeshIO File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshIO.py", line 13, in <module> import MeshConverter File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshConverter.py", line 5, in <module> _dll = ctypes.CDLL(os.path.join(os.path.dirname(__file__),'MeshConverter.dll')) File "/usr/lib/python3.10/ctypes/__init__.py", line 374, in __init__ self._handle = _dlopen(self._name, mode) OSError: /home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshConverter.dll: invalid ELF header
I'm guessing i'm getting this error (after installing the plugin, while trying to enable it in the preferences window) due to running on linux. Is it at all possible to add linux support? I'm sure I'm in the vast minority here, so I understand if the juice isn't worth the squeeze... but wanted to post just in case. (I'm already running a VM just to use wwise so I could probably run blender in the VM, but running on linux would vastly improve that workflow).
I've been reading the posts here looking for an answer to what I know is, in comparison to other quesitons here, a very "noobish" question.
I want to make a minor change to a .nif file. I've installed Blender v.4.1 and the Geometry Bridge to Blender plugin. When I attempt to import the .nif file into Blender, I'm messaged that I first need to set up my "Assets" before importing. I've been tinkering with different options in Blender, pointing to the directories where I've unpacked my meshes, textures, and geometries. I am wondering which paths I should use for setting up my assets in Blender. Should I point to where I've unpacked these assets, or to the .ba2 files within Starfield?
I know that those here are beyond this hurdle, so I appreciate any help out there. I'll keep looking, and thanks for this plugin.
I keep putting off posting because I was sure I was doing something wrong, but I give up after going through everything a few times, step by step, start to finish..
I managed to create a new female body, managed to get the weights all working great, managed to export it and have been using it just fine, but without getting the morphs to work.
Because I modified the mesh, fixed some topology issues, added and modified topology, I had to completely create new shape keys, match them up with the original model at the wrists and neckline and then export the mophs, rename them correctly, and put them in the right folder...
The problem I am having is that the new shapes don't work. I know that SF can see them, and that something has exported because the body doesn't turn into a mess.. but the morphs just do nothing now.
Find a minor issue: when importing or exporting, the rotating functions produce tiny errors in transforms, which could accumulate to about 1-degree deformation in head parts like eyes and brows. I know it's inevitable, and BGS's official Fallout 4 plugin does generate the same errors.
However, is it possible to add an option that we could align nifs to an adjusted skeleton in an existing blender scene when importing?
This doesnt work correctly. Here is what happened to me: 1. I opened nifscope to find an item I wanted. I took fence for farms. I exported it as glft.
2. I opened glft in Blender and everything was fine. I copied the object, created a "corner" structure with those 2 fences, and then:
3. I EXPORTED file as ".nif (using this plugin) and it said "export successful" but then, when I open EDITED .nif file in nifscope, it disapears, nothing happens. TL DR i cannot open edited nif files in nifscope after saving them as NIF in Blender.
Nifskope is not able to locate the exported mesh files if you export your model in blender as .nif. This is due to the simple reason that Beth decided to separate meshes from nifs, and to see the models in nifskope or any other viewers you must explicitly specify the path to geometry files.
Please read carefully through this article if you wish to understand what's the difference between Starfield and previous BGS games.
Material export is not possible currently though. The game can always read the nif exported from my plugin as long as you put the geometries at where they should be (inside Data folder obviously).
I'm basically having the same issue, but I'm not picking up what you're putting down.
For example purposes, say I did the same as the OP. 1. Open in NifScope, Exported as glft. 2. Opened glft in Blender, did a simple re-size only. 3. Exported as .nif using this plugin. Same as the OP, I get nadda.
Your post reads:
I'm trying to wrap my head around what you're saying there.
What/where is this so-called "block list" ? xD
It's in the damn NifSkope. THAT is some vital information for new people haha.
Errors when importing nifs: <bpy_struct, OperatorFileListElement("femalehead.nif") at 0x000001B6A54FFB08> failed to import. <bpy_struct, OperatorFileListElement("skeleton.nif") at 0x000001B6A54FD308> failed to import. My dumbness that I forgot to config assets path. The plugin works smoothly.
Hi Is this the correct directory to install the plugin folder: Program Files\Blender Foundation\Blender 4.0\4.0\scripts\addons ? and any suggestions where to learn the basics of using blender..it seems really complicted but i am so eager to start work on various projects with meshes.. Thanks
As for how to learn blender efficiently, just a personal experience, I think there are quite a few nice youtube vids out there for you. Learning how to use Blender is relatively easier or at least no harder than other 3D software, following a few of those videos will just suffice.
293 comments
Don't hesitate to leave a comment here if you run into any trouble.
Join the Discord Server for trouble-shooting and more!
For Starfield Modelling Mod beginners, here's a simple guide for you: Organization of Starfield's Meshes and Related Assets at Starfield Nexus - Mods and Community (nexusmods.com)
(Troubleshooting tips also included!)
Opening a Bug thread on this mod page or on my github page will help me track down the issue. (Otherwise I might be forgetful or miss your valuable feedback.)
Current Version: Pre-release v0.15
Havok Cloth Simulation Export
New Morph Workflow in 0.14
How to eliminate seams between hands and body?
In version 0.10, you are now be able to fully export seamless meshes and morphs. To achieve that, you can follow these steps:
Next Step:
The description says "Physics data export" is a supported feature but I don't get how such a thing is supposed to be achieved ?
I mean, I've tried the Havok Physics Editor however it seems definitely dedicated to clothes and not to simple physics data such as for static walls or misc items. If it's possible to make colliders for items tied to a skeleton bone, it should be even easier to do it for an even simpler havok collider I guess ? ...Anyway I can't find how, please show me how stupid I am !
Mesh Export Error Message in Blender 4.1
If anyone has any advice regarding this, I'd love to hear it and thanks for your time.
Traceback (most recent call last):
File "/usr/share/blender/scripts/modules/addon_utils.py", line 351, in enable
mod = __import__(module_name)
File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/__init__.py", line 13, in <module>
import MeshIO
File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshIO.py", line 13, in <module>
import MeshConverter
File "/home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshConverter.py", line 5, in <module>
_dll = ctypes.CDLL(os.path.join(os.path.dirname(__file__),'MeshConverter.dll'))
File "/usr/lib/python3.10/ctypes/__init__.py", line 374, in __init__
self._handle = _dlopen(self._name, mode)
OSError: /home/user/.config/blender/3.0/scripts/addons/tool_export_mesh/MeshConverter.dll: invalid ELF header
I'm guessing i'm getting this error (after installing the plugin, while trying to enable it in the preferences window) due to running on linux. Is it at all possible to add linux support? I'm sure I'm in the vast minority here, so I understand if the juice isn't worth the squeeze... but wanted to post just in case. (I'm already running a VM just to use wwise so I could probably run blender in the VM, but running on linux would vastly improve that workflow).
I've received a similar error. Did you manage to verify that it was because you were using Linux? Here's a screenshot of my error:
https://www.nexusmods.com/starfield/images/10455
I want to make a minor change to a .nif file. I've installed Blender v.4.1 and the Geometry Bridge to Blender plugin. When I attempt to import the .nif file into Blender, I'm messaged that I first need to set up my "Assets" before importing. I've been tinkering with different options in Blender, pointing to the directories where I've unpacked my meshes, textures, and geometries. I am wondering which paths I should use for setting up my assets in Blender. Should I point to where I've unpacked these assets, or to the .ba2 files within Starfield?
I know that those here are beyond this hurdle, so I appreciate any help out there. I'll keep looking, and thanks for this plugin.
I managed to create a new female body, managed to get the weights all working great, managed to export it and have been using it just fine, but without getting the morphs to work.
Because I modified the mesh, fixed some topology issues, added and modified topology, I had to completely create new shape keys, match them up with the original model at the wrists and neckline and then export the mophs, rename them correctly, and put them in the right folder...
The problem I am having is that the new shapes don't work. I know that SF can see them, and that something has exported because the body doesn't turn into a mess.. but the morphs just do nothing now.
Find a minor issue: when importing or exporting, the rotating functions produce tiny errors in transforms, which could accumulate to about 1-degree deformation in head parts like eyes and brows. I know it's inevitable, and BGS's official Fallout 4 plugin does generate the same errors.
However, is it possible to add an option that we could align nifs to an adjusted skeleton in an existing blender scene when importing?
1. I opened nifscope to find an item I wanted. I took fence for farms. I exported it as glft.
2. I opened glft in Blender and everything was fine. I copied the object, created a "corner" structure with those 2 fences, and then:
3. I EXPORTED file as ".nif (using this plugin) and it said "export successful" but then, when I open EDITED .nif file in nifscope, it disapears, nothing happens. TL DR i cannot open edited nif files in nifscope after saving them as NIF in Blender.
Please read carefully through this article if you wish to understand what's the difference between Starfield and previous BGS games.
So if I understood correctly, I can save it but I need different method? Or adding new meshes and textures is not possible at the moment?
For example purposes, say I did the same as the OP.
1. Open in NifScope, Exported as glft.
2. Opened glft in Blender, did a simple re-size only.
3. Exported as .nif using this plugin.
Same as the OP, I get nadda.
Your post reads:
I'm trying to wrap my head around what you're saying there.
What/where is this so-called "block list" ? xD
It's in the damn NifSkope. THAT is some vital information for new people haha.
Sorry so newbie.
Thanks
Errors when importing nifs:
My dumbness that I forgot to config assets path. The plugin works smoothly.<bpy_struct, OperatorFileListElement("femalehead.nif") at 0x000001B6A54FFB08> failed to import.
<bpy_struct, OperatorFileListElement("skeleton.nif") at 0x000001B6A54FD308> failed to import.
Is this the correct directory to install the plugin folder:
Program Files\Blender Foundation\Blender 4.0\4.0\scripts\addons
?
and any suggestions where to learn the basics of using blender..it seems really complicted but i am so eager to start work on various projects with meshes..
Thanks
As for how to learn blender efficiently, just a personal experience, I think there are quite a few nice youtube vids out there for you. Learning how to use Blender is relatively easier or at least no harder than other 3D software, following a few of those videos will just suffice.