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[OB] How to use Blender v2.49b in support of NIF files


KWITS
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Blender NIF Scripts 2.5.7 (running on Blender 249, PyFFI 2.1.10)

Traceback (most recent call last):

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\bpymodules\

nif_common.py", line 1229, in gui_button_event

self.gui_exit()

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\bpymodules\

nif_common.py", line 1589, in gui_exit

self.callback(**self.config)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\expo

rt_nif.py", line 4547, in config_callback

exporter = NifExport(**config)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\expo

rt_nif.py", line 407, in __init__

root_block, root_object.getName())

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\expo

rt_nif.py", line 1088, in export_node

self.export_tri_shapes(ob, space, parent_block, node_name)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\expo

rt_nif.py", line 2115, in export_tri_shapes

mesh.activeUVLayer = uvlayer

ValueError: layer name does not exist

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I have spent hours in the attempt to resolve this issue and finally decided that I did not have enough data to proceed further in troubleshooting so I imported my backed up NIF file into Blender. I did review two tutorials on the subject of layers and believe that I have a grasp of the process. Obviously, I must have moved one or more objects into another layer other than the one I was working. However, I did confirm that in the end there was only 1 layer active.

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I went back through Vince's tutorials about setting collision within NIFScope and Blender. While the tutorials where comprehensive and intuitive, by following these directions verbatim, exporting my updated model into NIF format crashes Blender v2.49b every time. Do you have any ideas?

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  • 4 weeks later...

If you have the time and desire to really learn the ins and outs of blender, you can visit http://en.wikibooks....3D:_Noob_to_Pro.

Each lesson will teach you various techniques, and will enable you to master Blender's inteface. Additionally, you will learn multiple ways to do things, which includes intuitively using shortcut keys.

When used in conjuction with other tutorials, such as those found at http://cs.elderscrol...Portal:Modeling , you will become extremely competent and efficient in using blender.

Blender can be daunting at first, however, it will become a joy to use.

Good luck

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The X,Y,Z axis for my model is way out of alignment. How do I fix this in Blender?

In th 3D View window, highlight your object with the Left mouse button. While in Object Mode (not in Edit Mode, i.e. do not press tab), open the object menu, and select transform properties (or simply press N with the cursor on the 3D view window).

A window will appear in the 3D view window. These controls can be used to reposition and rotate the objects local axis.

To simply move or rotate the object without changing the local axis, press tab to enter edit mode and use the transform properties in the same way that you would while in object mode to move the selected vertices, edges, or faces (press a to select all/select none)

Always pay attention to your pivot point when rotating or scaling. There is a button (3rd from the left) which lets you select your pivot point.

You might need to position the local axis in object mode (perhaps to 0,0,0) , then position your item while in edit mode.

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I assume that you refer to this, taken from the tutorial you linked to:

"Zoom in or out as necessary to see the camera and light source Select the camera by right clicking on it. Add the light source to the selection by Shft-right clicking on it. Move them to layer 11 (just below 1 in the mini layer display). You normally won't need them when creating content for Oblivion. Press Alt-1 to switch to layer 11. Click View, then View Properties and verify that all three values for the 3D cursor are set to 0.00. Close the View Properties panel. Press A to deselect all (the lamp and camera in this case). Press [spacebar] > Add > Empty. In the future, when you accidentally move the cursor and want to reset it to the origin, just switch to this layer, select the empty, press Shift-S and select Cursor -> Selection."

Zoom out to find the camera. If you cannot find it, press Ctrl + C to reset the cursor at the origin, then press C to center your view on the cursor, and try zooming out until you see a small circle and a tilted pyramid. The small circle is the light source, and the tilted pyramid is the camera.

Select the camera with a right click on it.

Hold Shift and then right click on the light source to add it to the selection.

To move both objects (the camera and light source) to frame 11, open the object menu (with these objects selected), and choose Move to Layer (Or just press M with the cursor anywhere on the 3D view window).

A small window will open up with 20 small boxes and an OK button. The top 10 boxes are frames 1 - 10. The bottom 10 are frames 11 - 20. Frame 11 is the bottom left box. Click it and select OK.

To recenter the cursor at the origin press Ctrl + C

To recenter your view at the cursor press C

Hope that helps. If i misunderstood you, please clarify with specifics.

Edit:

In general, I ignore the camera and light source. If they get in my way, I can move them, delete them, shift them to another frame or hide them.

The important part of that section is learning one method to select multiple objects, the properties window, centering the 3D cursor, and most importantly that (almost) everything in Blender can be done in multiple ways.

Good Luck

Edited by tbarmike
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  • 1 year later...

I tend to delete the default camera and light object when making something. When I`m finished and want a rendered (F12) image .. I hit "Add" and make sure my cursor is where I want to add at. Once I`ve added a cam and light/s I move my cursor below my mesh and add an empty. Then Select the cam, then the light, then the empty and hit Ctrl+T to Lock the light and the cam to the empty. that way you can select any of those objects to move the camera view, light focus, or angle of view. Of course .. the mesh needs a material assigned before you can see it.

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  • 3 months later...

Most Blender tutorials are for more recent (and quite different) versions of Blender than 2.49.

My advice is to learn how to work in the current version (2.71 as at this writing), use Legacy Save and only use 2.49 for Nif Import/Export.

 

I have put a browser/image based tutorial on http://www.nexusmods.com/oblivion/mods/45345/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D45345%26preview%3D&pUp=1

 

It needs revision in regard to a number of things such as material/texture relationships, fgon etc. however nobody has given me feedback in this regard.

 

 

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