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README_GLTF.md

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NifSkope glTF 2.0 Exporter v1.1

glTF Import

glTF Import into NifSkope will be implemented in a subsequent release.

glTF Export

glTF export is currently supported on static and skinned Starfield meshes.

To view and export Starfield meshes, you must first:

  1. Enable and add the path to your Starfield installation in Settings > Resources.
  2. Add the Meshes archives or extracted folders containing geometries to Archives or Paths in Settings > Resources, under Starfield.

Skinned meshes

Pre-Export

If you do not desire the full posable skeleton, you may skip these steps.

If you do not paste in the COM skeleton, a flat skeleton will be reconstructed for you. Please note: You will receive a warning after export that the skeleton has been reconstructed for you. This is fine.

If you desire the full posable skeleton, and the mesh does not have a skeleton with a COM or COM_Twin NiNode in its NIF:

  1. Open the skeleton.nif for that skinned mesh (e.g. meshes\actors\human\characterassets\skeleton.nif)
  2. Copy (Ctrl-C) the COM NiNode in skeleton.nif
  3. Paste (Ctrl-V) the entire COM branch onto the mesh NIF's root NiNode (0)
  4. Export to glTF

Pre-Blender Import

As of Exporter v1.1 you should no longer need to uncheck "Guess Original Bind Pose".

Blender scripts

Blender scripts are provided for use with glTF exports. They may be opened and run from the Scripting tab inside Blender.

  1. gltf_lod_blender_script.py is included in the scripts folder for managing LOD visibility in exported glTF.