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 Importing mesh from blender to nifskope

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Great Teacher Alex



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PostSubject: Importing mesh from blender to nifskope   Mon Mar 30, 2015 6:20 am

Hi guys I just finished editing a mesh in blender for a custom armor in blender and so I went to export it into nifskope but when I exported it all the textures and the UV were messed up. I had imported the mesh from nifskope as ".obj" to blender and then when finished went to import it back as ".obj". What I am asking is if there was a way to fix it and if not do I have to delete the mesh.
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salomaogh



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 11:07 am

i can't find the link where i've seen something related to this, but i do remember that you better import your .obj to 3ds max and then export the model from there, exactly because of the UV maps.

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Great Teacher Alex



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 2:05 pm

@salomaogh wrote:
i can't find the link where i've seen something related to this, but i do remember that you better import your .obj to 3ds max and then export the model from there, exactly because of the UV maps.
I just got around to using 3ds max and exported it from there and it and it made no difference.
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Tesvixen



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 2:27 pm

This is not an issue that using 3DS Max automatically fixes. In fact Blender is a stronger/better program for modding Bethesda games than Max is.

Wog, I'm not 100% clear on your process but I don't recommend importing an .obj into Blender and then exporting as nif from there. It can cause lighting problems with the meshes in game.

If you can initially import the mesh into Nifskope (I'm guessing it is .3DS or .OBJ), apply its Base textures and save it as a .nif file in your Fallout/Data/meshes directory.

Import the nif file into Blender and work with that.
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Great Teacher Alex



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 2:45 pm

@Tesvixen wrote:
This is not an issue that using 3DS Max automatically fixes.  In fact Blender is a stronger/better program for modding Bethesda games than Max is.  

Wog, I'm not 100% clear on your process but I don't recommend importing an .obj into Blender and then exporting as nif from there.  It can cause lighting problems with the meshes in game.  

If you can initially import the mesh into Nifskope (I'm guessing it is .3DS or .OBJ), apply its Base textures and save it as a .nif file in your Fallout/Data/meshes directory.  

Import the nif file into Blender and work with that.
If it helps the process i went through was I got one of the meshes of the vanilla armor and exported it as .obj then imported it in blender using the wavefront option selecting the .obj option for the file then I removed a piece off the armor then I imported it back to nifskope and discovered the UV mapping was messed up.
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Tesvixen



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 3:14 pm

If you're just editing a Fallout vanilla armor mesh, you should just import the nif itself into Blender using the Import > Netimmerse/Gamebryo option.

There is no gain or benefit to exporting it from Nifskope as an OBJ first. Instead there is actually a detrimental effect to importing an OBJ into Blender, then exporting that as a nif, as I mentioned in my first reply.

I found this out the hard way with a project I spent days working on, a couple of years ago.
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Great Teacher Alex



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PostSubject: Re: Importing mesh from blender to nifskope   Mon Mar 30, 2015 3:27 pm

@Tesvixen wrote:
If you're just editing a Fallout vanilla armor mesh, you should just import the nif itself into Blender using the Import > Netimmerse/Gamebryo option.  

There is no gain or benefit to exporting it from Nifskope as an OBJ first.  Instead there is actually a detrimental effect to importing an OBJ into Blender, then exporting that as a nif, as I mentioned in my first reply.

I found this out the hard way with a project I spent days working on, a couple of years ago.
Thanks for telling about importing the nif into blender, I'll give it a try and see if I can get it all to work as I had some trouble getting blender up and running which is why I used wavefront as I thought i might be able to get around the issue.

Also thanks for the help Tesvixen.
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salomaogh



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 1:36 am

Yeah, that is good to know indeed. Thx Thumbs Up

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Tesvixen



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 2:13 am

No worries Wog. Happy to help.
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AdayDr1en



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 4:25 am

Hi.. If your exporting to .nif format while in Blender, your model should be in .3DS format first. Blender's .nif plugin will not preserve the UV's of models being exported from any other previous formats. If using Max, however, you should be okay exporting from .fbx, .max, .obj, and .3ds(I think. I've had trouble importing some .3ds models exported from Blender into .max). I would recommend exporting these models to any of those such formats, from blender, if you plan on exporting them to .nif format from .Max.

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Tesvixen



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 9:00 am

@AdayDr1en wrote:
Hi.. If your exporting to .nif format while in Blender, your model should be in .3DS format first. Blender's .nif plugin will not preserve the UV's of models being exported from any other previous formats.

This is incorrect.  I've utilized a multitude of formats in Blender prior to exporting as .nif - .OBJ, 3DS, LWO, .DAE, .mesh.ascii, among others - and had no UV issues to speak of.

The only 'gamebreaking' bug I've come across is the aforementioned lighting issue, which can occur when you import an obj into Blender and export to .nif from it.  But UV issues with formats other than 3DS?  I've never once seen that occur, and I've literally worked with thousands of meshes.
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AdayDr1en



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 9:36 am

@Tesvixen wrote:
@AdayDr1en wrote:
Hi.. If your exporting to .nif format while in Blender, your model should be in .3DS format first. Blender's .nif plugin will not preserve the UV's of models being exported from any other previous formats.

This is incorrect.  I've utilized a multitude of formats in Blender prior to exporting as .nif - .OBJ, 3DS, LWO, .DAE, .mesh.ascii, among others - and had no UV issues to speak of.

The only 'gamebreaking' bug I've come across is the aforementioned lighting issue, which can occur when you import an obj into Blender and export to .nif from it.  But UV issues with formats other than 3DS?  I've never once seen that occur, and I've literally worked with thousands of meshes.

You haven't had issues with exporting from .OBJ ? I'm embarrassed to say I've only really exported from .3DS. I've exported from .mesh.ascii and .obj to .3ds and to .nif. But, no. I really have tried exporting straight to .nif from .obj in blender. Last time I did, my model's UV's were skewered. Or it could be that I may not have exported correctly. Was kinda when I was just starting to use Blender and nifskope. Guess I need to go back and re-try.

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Tesvixen



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PostSubject: Re: Importing mesh from blender to nifskope   Tue Mar 31, 2015 10:18 am

I've had issues with lighting in game exporting from OBJ to nif. The meshes tend to ignore lighting until you get right up on them, and them BAM - way too bright. No middle ground at all.

But the UV maps/texturing and such are fine, and the rigging works fine. The only issue is with the lighting. It can be fixed in Nifskope, but I prefer fixing things at the 'Blender' level to the 'Nifskope' level.

I like working with 3DS and .LWO, and mesh.ascii is fun because those models tend to have full skeletons. Which allows for very precise prep/alignment.
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NANOSUITV2I0



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PostSubject: Re: Importing mesh from blender to nifskope   Sun Feb 07, 2016 5:37 pm

Hey guys i have costume mesh armor can someone tell me i get the armor in the game or anyone can help me in any way it's a power armor
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PostSubject: Re: Importing mesh from blender to nifskope   Today at 4:35 pm

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