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| Topic Started: Feb 15 2014, 07:38 AM (241,644 Views) | |
| HENDRIX | Feb 2 2015, 10:25 AM Post #871 |
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It's really not much different from working with NIFs, except that you get rid of the whole nifskope-editing part by doing it in blender one time for all. So you simply create the blink UV set and texture link in blender instead of doing that manually in nifskope, and that's really the only difference. If you do a NIF to BFB conversion on an animal, you have to add a capsule collider, either by importing one from a BFB or by using my "Mesh > Add Capsule Collider" script. David, you can find the scripts here: https://drive.google.com/folderview?id=0B442QuWePTBnb0ctdmg1MncwYUE&usp=sharing#list Install the latest BFB_Toolset and Nif_Scripts_ZT2_Modification into your blender scripts folder as described in the readme. Edited by HENDRIX, Feb 2 2015, 10:27 AM.
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| davidy12 | Feb 2 2015, 10:26 AM Post #872 |
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Forgive me, I just have a basic knowledge of how bfb's work. Edit: Thank you DM. EDIT 2 (Post below): That's what I was talking about. Edited by davidy12, Feb 2 2015, 10:37 AM.
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| HENDRIX | Feb 2 2015, 10:29 AM Post #873 |
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Edited the above post. There is no direct converter if you mean that. You have to go BFB > Blender > NIF or the other way around; it always has to go through the blender interface. |
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| Bill | Feb 2 2015, 10:34 AM Post #874 |
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bfb is without a doubt much better to make plants and miscellaneous stuffs like the fossil, but i haven't understand what goods does it bring for the animals? besides skipping nif-coding of course
Edited by Bill, Feb 2 2015, 10:44 AM.
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| HENDRIX | Feb 2 2015, 10:43 AM Post #875 |
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See if I make an animal with NIFs, my pipeline is very inefficient: Every single time I want to make a change to the model, I have to export it and thus do the NIF-coding from scratch, add blink texture, blink UV set, match groups, collision and possibly more. When I work with BFBs, I only have to create the blink UV set, texture and collision once; no matter if I keep working from the blend file or import the BFB again everytime I make an edit, it all stays the way it is, and I don't have to re-do it every time I export it. You can do the math yourself, if every nifcoding takes about 5-10 minutes, when I make male, female, baby models I'm already at 15-30 minutes. Now you only have to do it once in blender, but doing it in blender takes not even half as long as doing it once in nifskope, so just 2-5 minutes total. And it gets even better if you have more models, consider working with variant models - it's really just a few clicks to export them, and nothing more. BFB is to NIF what like FLAC is to MP3, it's lossless and thus superior. The analogy is not really perfect, because usually BFBs have the smaller file size, too.
Edited by HENDRIX, Feb 2 2015, 10:51 AM.
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| Bill | Feb 2 2015, 10:50 AM Post #876 |
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huh, very good point indeed. the funny thing is i am doing those nif editing procedure at the very moment i posted that question, and yet, only until you said it did i realized how much of a pain in the butt it is :)) so i can now import a nif model (one of your WWD dinosaur for example) into blender, add collision and export it as bfb now? (so many updates while im busy with college i'm a bit lost on the bfb script ability now). |
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| doNDon0626 | Feb 2 2015, 10:52 AM Post #877 |
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OMG!! YAY NEw DINOS.. Thank you so much for the release DM |
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| HENDRIX | Feb 2 2015, 10:55 AM Post #878 |
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If you have the latest edited nif scripts, yes, just like that. I made them import UVs and the blink texture the way the BFB scripts want; if you don't have them you'd have to add the UVs and texture slot manually, so simply make sure you get them.
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| Bill | Feb 2 2015, 11:06 AM Post #879 |
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What about a from-scratch nodes set? Can it be export to bfb with the same method? And will the animation work? |
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| HENDRIX | Feb 2 2015, 12:06 PM Post #880 |
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In theory, yes. But when we make a node set completely from scratch, we have to keep in mind that there is more information in BFB / NIF bones than what blender can directly store and visualize. NIF tools people have implemented the so called "Bone Extra Matrix Text Buffer", which serves as a buffer to store the additional matrix info for every bone (and I made the BFB scripts use it); so when we export something, the original NIF/BFB matrix can be recalculated by multiplying the bone extra matrix with the blender bone matrix. So if we create something completely from scratch, we do not have the extra matrix buffer and thus we cannot predict the outcome matrix of the bone. Same happens when we use a foreign extra matrix from a different bone set. Why does this matter? We have some nodes that have to be in a certain configuration, namely Bip01 and Bip01 NonAccum, and as Zeros figured out, Floor, plus all of the docking nodes. If these are not oriented just the way they should be, it does not work properly ingame. Now, workarounds: One is simple, just export to NIF once, use nifskope to modify the rotations as desired, and import that. That way, we generate a new Extra Matrix buffer so we have all the information we need. If you look at it that way, it's still pretty much the same as working with a NIF - you have to do the same thing there - just here you do it with the "other" format. It's not a "pure" BFB pipeline, but it's in fact no different from the NIF one. Or you can take an existing bone set and carefully splice it with your new one. I've done so in the past and it can be quite tricky not to mess it up. The other idea I had was a utility that allows you to go bone by bone and specify the desired rotation in euler Y,P and R angles (like in nifskope), or normalize all bones at once. But I haven't found a way to do so yet, the maths are fairly complicated and it's as hard as it sounds. ![]() Of course you could also edit the Extra Matrix Text buffer manually, if you like reading and calculating 16 floats per bone.
Edited by HENDRIX, Feb 2 2015, 12:09 PM.
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| Timber | Feb 2 2015, 02:06 PM Post #881 |
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Thanks for the release DM! |
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| HENDRIX | Feb 6 2015, 02:51 PM Post #882 |
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I implemented a full name buffer for models, nodes and materials, so the full original names are rebuilt if you didn't change them in blender. https://drive.google.com/folderview?id=0B442QuWePTBnb0ctdmg1MncwYUE&usp=sharing |
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| HENDRIX | Feb 9 2015, 06:30 PM Post #883 |
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Haha big nostalgia ![]() https://www.youtube.com/watch?v=rktI3lLxrMs |
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| Jules | Feb 9 2015, 09:14 PM Post #884 |
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Mihi est imperare orbi universo
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The dinosaurs are quite commendable for the era, in my opinion. However, using Comic sans... |
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Feb 9 2015, 09:23 PM Post #885 |
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I'm guessing those aren't yours ![]() EDIT: Wait they were?!?
Edited by Viggen, Feb 9 2015, 09:26 PM.
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