This addon is a collection of scripts to assist with modeling for Skywind. Currently it contains these functions:
- Create Collision Mesh
- Create LOD Meshes
- Sync Object/Mesh Names
- Split Assigning Names
- Copy Vertex Color Channel
- Bend Normals
- Merge Vertices and Weight Normals
- Lower Case Image Paths
- Image Path Replace
Hotkey: Ctrl+Alt+C
Usage instructions:
In object mode, select all the objects you want to be part of your collision mesh. Then press ctrl+alt+C. This will merge and decimate the objects, and place them in a hierarchy ready for export via ck-cmd. Choose a collision material from the dropdown menu, or edit the name manually. You can use either the NifSkope names ("SKY_HAV_MAT_WOOD" etc.) or the name of the Material Type as defined in your game plugin. If your collision mesh needs to have multiple materials, simply create and assign faces to them as needed.
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| Example hierarchy for ck-cmd export |
There are a few settings you can use to tweak the result.
- Decimation Ratio is self explanatory
- Weld Vertices will attempt to close holes. Some holes may remain
- Weld Distance is the distance between vertices to be welded, if the option is enabled
- Expand Distance is optional, and will scale the mesh faces along their normals, giving a sort of “buffer” around your object.
Hotkey: Ctrl+Alt+L
Usage Instructions:
Select all the objects you want to be part of your LOD model, then press ctrl+alt+L. This will create an LOD model with an adjustable decimation ratio. Object names are retained to facilitate automatic texture set application with DynDOLOD.
A shrink value is provided as well to alleviate z fighting if desired.
NOTE: If your model uses tileable textures and you want it to be atlased, you still need to make sure all UVs are in the (0..1) range. That is, no vertices should have UV values less than 0 or greater than 1. This will likely require adjusting UVs.
Hotkey: Ctrl+Alt+N
Usage Instructions: Select all the objects you want to have sync names for, then press the hotkey, and all data blocks will be renamed to match their parent objects.
Hotkey: Ctrl+Alt+X
Usage Instructions: This is useful for keeping mesh names the same when importing and exporting with ck-cmd (important for not breaking texture sets). Select the object you want to split by material. Press the hotkey, and the object will be split, assigning the name of the material minus the '_material' suffix to the mesh data of each split object.
Hotkey: Ctrl+Alt+V
Usage Instructions: Select the object you want to copy color values within and press the hotkey. Choose which channel to use as source and destination. Can copy between channels of the same color attribute, or between color attributes on different objects. Cannot run on different color attributes on the same object.
Hotkey: Ctrl+Alt+S
Usage Instructions: In edit mode, select the faces you want to have bent normals and press the hotkey. Useful for foliage.
Hotkey: Ctrl+Alt+M
Usage Instructions: In object mode, select an object, and press the hotkey. It will have overlapping vertices welded and a weighted normals modifier applied. There are a few options to change properties of the modifier.
Hotkey Ctrl+Shift+L
Usage Instructions: In object mode, press the hotkey. This function is useful on case sensitive file systems like Linux. Nifs often contain texture paths with upper case characters, but extracting the textures from a bsa creates files with lower case names. Importing a nif with ck-cmd preserves the upper case characters, so you can use this function to replace those paths with all-lower case paths. It will only change the image if it is able to find a file by searching case-insensitively.
Hotkey Ctrl+Alt+R
Usage Instructions: In object mode, press the hotkey. Enter the two strings, what to replace, and what to replace it with. All images in the .blend file will be iterated over. If the new path points to a file that does not exist, the path will not be changed. This is useful for fixing file paths that break when moving the .blend file.
