Modeling Optimizations
Table of contents
This section describes different optimizations whould can / should be done when exporting a mesh for use in Morrowind.
Remove Extra Nodes
When modelling in Blender, Blender will often insert extra shapes when can clutter a NIF. This can be fixed by deleting extra shapes before exporting.
- Select all of the shapes of your model.
CTRL
+j
to join the shapes together.- Select the newly joined shape.
CTRL
+i
to select inverse.x
to delete the extra shapes.
Remove Object Transformations
Before exporting, make sure your object is at 0,0,0. Open the Item -> Transform window and set Location and Rotation transforms to 0. You can also select the object and use ALT
+P
and clear + keep parent transforms.
Combine Shapes of Same Material
- Go into Edit mode and select all vertices (
A
). P
and separate by materials.- For each separated object which uses the same material, rejoin the objects with
CTRL
+J
. - In the materials window, delete the duplicate material for the joined object.
Add Collision Mesh
Collision meshes help Morrowind handle pathfinding and AI more efficiently. You should have a collision mesh for any static objects.
- Add a new Axis / Empty object adjacent to your object.
- Rename the empty object
Collision
. - Duplicate your normal object and move the duplicate into the
Collision
object. - Hide the original object for ease of work.
- Merge the objects of the duplicate objects, then simpify the mesh as much as possible with dissolve or other tools.
- Remove material proeprties from the duplicate objects.
- Disable hiding on the original objects.