Easiest way to go about this is to get Nifskope and export into other model formats, with a lot of nif importers unless it's a paid program you get errors. Ultimate Unwrap 3D is what I use for .nifs and it works extremely well but it's a 50$ program.
So, grab Nifskope, export your BSA's like the gents above have said, and have fun!
Thanks guys.
Just an FYI, what you're doing is pretty complex (Or at least a little more complex then most people expect)
Once you get thru all the steps of getting your character meshes and textures and importing those you're going to run into a hitch with the textures that I haven't found a solution to yet.
The problem is that Skyrim uses something called Tintmaps to color their textures in game, and this is built into the engine of the game and rendered on the fly. Any model you extract from Skyrim is going to have either gray, washed out or incorrect colored textures. For example, these are the same character with the same texture, except the one in the rendering program doesn't have tintmaps. Also the face is made up of a of multiple textures that overlay too for lips and other makeup.
You can see the huge difference in skin color.
[IMG]http://i.imgur.com/tiWQi9h.png?1[/IMG]
[IMG]http://i.imgur.com/bWkp2SG.png?1[/IMG]
This affects hair too but it's even worse (For example the hair on my character in Skyrim is black, but on the render if I had applied it would incorrect too since it works the same way)
Once you export the textures you have to re-color everything in photoshop if you want colors to look semi-accurate... but this still isn't fool proof. Getting a character to have a natural skintones that are in a brown spectrum, or recoloring hair to be black proves to be very difficult as Skyrim handles dark colors differently and does some tricky stuff to them in-engine so the textures look proper.
-removing everything I've ever posted here-
[QUOTE=TFA;47716055]For skin I've mostly gotten away with blending a solid cover over it with "overlay" blend mode.[/QUOTE]
The same method also seems to work for hair, from what I've seen.
IIRC, if you're importing the skeleton to use any of Skyrim's animations you'll have to first import the skeleton.nif, then the mesh you want to work with.
Otherwise just import the mesh and uncheck "import skeleton" or "import animations".
If I import it with the skeleton, will that make porting into Source easier or harder?
I'd say harder, since you'd have to re-do the skeleton to use Gmod's skeleton. Most of the bones aren't similarly placed compared to Gmod's, so you might as well not import it in the first place.
I'd say only import the skeleton if you're planning to use it for first-person animations, or if you're trying to get something into SFM.
Depends if you're going for player model or ragdoll for posing. If it's the latter, then there's nothing wrong with the Skyrim skeleton, and it'll also be pretty handy for it to already be rigged.
Yeah I was thinking more about posing rather than NPC's and such.
The skeleton.nif is located in the "meshes/characters/_male/" and the first person skeleton is located in "meshes/characters/_firstperson/"
If you want to import creatures, it's located in "meshes/creatures/creaturenamehere/"
That is assuming you extract the files by their folder hierarchy and not some custom way.
Also I'd suggest using [URL="http://www.nexusmods.com/newvegas/mods/36901/?"]Fallout Mod Manager's [/URL] BSA Unpacker, it's been the most reliable out of all the ones I've found on the Nexus.
I ran into a problem recently with the skeleton nifs. I was looking to so some posing with the meshes but when I export the skeleton nif for say the Falmer it uploads into Blender as linked objects and not an armature. I tried exporting it out at a collada rig, but the bones were not connected, just floating. If i connect the bones (like say shoulder to forearm) and export it totally wrecks the rig. Did I miss a step?I was able to get the character asset skeleton in and out as a .dae file but could not do it with the npc armatures.
I tried exporting as a dae (which is borked)
I tried importing the nif into blender, but it pops in as a linked set of objects not bones
Do I need to change the NiNodes from 13 to 11, etc?
[IMG]http://i.imgur.com/mukuEwD.jpg[/IMG]
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