Blender - Nif Export Error - Non-Uniform Scaling

LPlate2

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Hi,

I've been trying to do a model in blender. Its based on a unit (Crusader) model but will be a statue.
When I try to export it to nif, I get the following message, "Non-uniform scaling not supported. Workaround: apply size and rotation (CTRL-A) on "BIP-Pelvis".
I've tried the suggested workaround and its getting me nowhere.

I suspect the problem is that I messed up the skeleton by deleting unit nodes that I didn't think I needed. I assumed that it would work if I assigned everything against one.

It may (or may not) be relevant but when I was trying to skin the model, selecting a single quad on the model would reveal lots of quads and triangles on the uv map screen.

The file is attached. Is there a quick fix to this or should I start from scratch and how would I avoid this happening again?
 

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If you do not need any bone rigging for the statue, a workaround would be to export the model as obj instead and re-import that obj into Blender again to finally export it as nif.
 
I had this pop up a few times. Just yesterday actually. Don't know why.

In object mode, Not edit mode:
Hit "A" to select all. Then Control + A.
Select "Scale and rotation to object data" (I think).
See if that does anything.:think:
 
@MightyToad, That's what I tried before starting this thread.

@SaibotLieh, your suggestion worked. Thanks.

I've a new problem now though. The building model looks fine in Nifskope. However, when its in game, there's a duplicate shadow version of it. I repositioned the model within Nifskope. The shadow version seems to be where the original was. Any thoughts on how to fix this?

Edit: I got it to work by doing the repositioning in Blender but the problem would recur if the model is moved within NifSkope. What's the correct fix?
 
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When I do the export as nif after going through obj files, there are two NiTriShape nodes in the nif, with one only having a NiStencilProperty and a NiTriShapeData node. Maybe delete that one.

Also, I think you should be save with deleting the NiStencilProperty node from the other NiTriShape node as well.
 
For tidiness sake, I deleted as you suggested - model still works as it should in game (I didn't retest trying to move it in NifSkope). Thanks.
 
I had a look at the blender file just now. I don't know how you got the skeleton like that. Is it a Civ 5 NB2 import?
Anyway, the Ctrl + A doesn't work like you said. I tried only selecting the mesh, the skeleton, and the Pelvis bone only. Nothing. Only thing that worked was to just select the mesh. Then Ctrl + I to select the inverse. And delete everything but the mesh.

If I was going to try to use this I would just export it as an object and start over with a new file like Sabotlieh said.
I know you have already solved this, but I want to show WHY the two trishapes showed up in the nif.

When you imported the obj into Blender it had two materials. Instead of just the one it originally had. When a mesh has two materials they will be two separate trishapes in the nif.
two_materials-jpg.583463

nifskope_two_trishape-jpg.583464
 

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I had a look at the blender file just now. I don't know how you got the skeleton like that. Is it a Civ 5 NB2 import?
...
I know you have already solved this, but I want to show WHY the two trishapes showed up in the nif.

It’s based on the Civ IV Crusader unit model.
In Blender, I
Removed the sword and shield,
Deleted lots of skeleton nodes,
Repositioned the arm and leg vertices and turned the head,
Added the pedestal,
Thickened the cloak (extruded new faces and added faces to plug holes)
Formed the axe shape
I did combine a load of vertices when I was trying to simplify the model.

I wasn’t aware of Ctrl-I. Thanks for that info.
 
Hi, sorry to bump this thread, but I'm getting the same error message. I'm trying to modify FfH units. My goal is to decapitate them and add new heads, and possibly modify the upper torso meshes. Ideally, I'd prefer not to lose their skeleton / rigging.

error 1.png


I followed SaibotLieh's advice and exported the model as obj and then imported that. But when I was exporting to nif, I received another error message, "Do not know how to export texture":

error 2.png


I tried MightyToad's advice and deleted the Material. I received two more "Do not know how to export texture" error messages, so I deleted those materials too.

error 3.png


Finally, I was able to export, but the outcome was a smaller sized nif (15kb) - which contained an empty grid. (edit: The unit I'd like to export is "Colchis Prototype 1".)

Additionally, there is a unit ("Colchis Prototype 2") that I have not been able to import into blender.

Any help would be greatly appreciated. Thank you in advance. :)

edit: uploaded pic of current progress
 

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FYI, What I’ve seen in a few models, e.g. wolf riders and other orcs is that modders did not decapitate previous models, they simply made the new head/helmet slightly bigger and linked that to the skeleton node (like a weapon swap but not deleting anything). Not sure if there was a specific reason for adopting that approach rather than decapitation.

Hopefully, one of the graphics experts will chime in and advise.
 
Finally, I was able to export, but the outcome was a smaller sized nif (15kb) - which contained an empty grid.
If it is your prototype 1, it s not empty in Nifskope 2.0dev7, the unit is here, no problem.
However, if you re talking about an other one, check in Nifskope if alpha is set to 1 in material tab.

Additionally, there is a unit ("Colchis Prototype 2") that I have not been able to import into blender
Blender file attached.
 

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If it is your prototype 1, it s not empty in Nifskope 2.0dev7, the unit is here, no problem.
Oh great, thanks Jarmrik! Idk, I seem to be flubbing something before / during export - maybe I'm not correctly deleting the Materials? I'm sorry, but would you mind showing me the steps for exporting this?

Thanks as well for the colchisProto2 blend file. But... I'm getting a blank grid... :wallbash: (<< I feel super dumb)

So I'm also wondering if I'm using a different version of blender? Or I'm missing a plugin? I use 2.79 and 2.49b.

Whatever I'm doing incorrectly, I really appreciate your patience and help, thank you! :goodjob:

FYI, What I’ve seen in a few models, e.g. wolf riders and other orcs is that modders did not decapitate previous models, they simply made the new head/helmet slightly bigger and linked that to the skeleton node (like a weapon swap but not deleting anything). Not sure if there was a specific reason for adopting that approach rather than decapitation.
Hey thanks, yeah I've noticed this head shrink & swap among the older models. Now that I can blenderify, I'd like to clean up the nifs and reduce their poly counts. The FfH units are theoretically ideal for batch- making a new fully flavored civ because there are loads of anims that share the same dds file. If I can get these to export properly (with rigging!), I'll try to stretch and 'fluff out' their furs to cover more of their upper torsos.

Spoiler furrrr :
Furrrr.JPG
 

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I ll try to re-do the process and take pictures - no promises on time but I ll try this week.
But mine is 2.93, it can explain why my file doesn t work for you, but I m not sure. Try to get the 2.93 and have a test.

I went crazy with materials and exporting to nif too. Now I don t even try: I build UV in blender, and once all is ok, I put a white diffuse texture, and I put the texture in Nifskope. Surely the bad way, but I don t have time neither patience to do it an other way.
 
Sorry for being late, I had to deal with various issues all week long.
Well, here we go on how I do export from Blender to nif format. Keep in mind this method works for a lifeless model (no skeleton).
So I ve just finished building my model and UVmap with a "diffuse BSDF" surface. If I export it as it is, I get an error message like this

01.jpg

02.jpg


What I do in this case is removing the texture in material properties, and leave the default color

03.jpg

04.jpg


And then I export in nif format. Do not use the clean function before exporting, you will loose your properties (probably the reason you once got a "empty" nif)
There I get this error message because I export two elements using the same material (which is intentional), but my nif is available as intended.
Now I open it in Nifskope. I open the tree and right-click on NiTexture, I select Texture and Add Base Texture. There I choose my texture file (there I usually choose a non-DDS format yet because it will allow me to easily modify details, colors, etc...)

05.jpg

06.jpg


And I m done

07.jpg


Next I ll have to paste my model on an existing one, attaching the parts to the correct nodes.
Hope it will help you, let me know.
 
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