NoMansSky:Model Importer Guide: Difference between revisions
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The first object you should create when making a new scene in Blender is the '''NMS_SCENE''' object. This is an empty node located at the origin (0,0,0) that ANY objects you wish to be included in the scene ''MUST'' be a child of. | The first object you should create when making a new scene in Blender is the '''NMS_SCENE''' object. This is an empty node located at the origin (0,0,0) that ANY objects you wish to be included in the scene ''MUST'' be a child of. | ||
The model importer supports arbitrary hierarchies, so you can nest multiple meshes inside other meshes | The model importer supports arbitrary hierarchies, so you can nest multiple meshes inside other meshes. | ||
The format of the table below will be laid out as follows: | The format of the table below will be laid out as follows: |
Revision as of 09:30, August 9, 2020
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Introduction
This is designed to be a reference guide to the NMS Model Importer.
The first object you should create when making a new scene in Blender is the NMS_SCENE object. This is an empty node located at the origin (0,0,0) that ANY objects you wish to be included in the scene MUST be a child of.
The model importer supports arbitrary hierarchies, so you can nest multiple meshes inside other meshes.
The format of the table below will be laid out as follows:
Each object name will be specified with an object type if necessary, and below it will be each of the possible custom properties it can be given.
Object types
- NMS_SCENE (Empty object)
- BATCH - 0 (no batch mode) or 1 (batch mode). If batch mode is activated, each of the direct child nodes of the NMS_SCENE object will be exported separately.
- GROUP - This is a string that can be set to allow for the scene to be output to name/group/scenename.scene instead of name/name/scenename.scene as is default. This makes it easier to group together similar models.
- NMS_<NAME>
- These are the mesh objects. They currently do not have any custom properties but they can have the following objects as children objects which will affect the mesh:
- ROTATION (empty arrow)
- This object will point in the direction that you want the object to be rotating around. The size is equal to the speed at which it will rotate.