I have been working on my 2nd mod which is based around fireworks. Basically a caravan vendor selling fireworks which you can plant in the ground and activate (at which point you should run-away ;o )
Eventually I want staged firework displays in pre-determined locations during special occasions, and player purchased choreographed firework displays, plus craft your own firework, etc.
Who doesn't love a good firework display eh? ;o)
I started with firing a projectile (Ice spear) from the ground into the air, which explodes and creates a firework effect (I actually used one of the shouts as the effect but it worked out quite nice).
So my next stage is creating the actual fireworks to use for my mod, and I want many different effects and different types.
Many hours of Google/YouTube later I find myself in Blender. Which is a nice place to be mostly! I can model the fireworks and effects using particles in there with the lights etc. and I can play or render the animation over say 75 frames. etc.
My question is how to get that 75 frame firework animation out of Blender into SkyRim? with all the effects, lighting, textures and particle animations?
Can I make an animated projectile within Blender and be able to export this as a .nif to be used as a projectile within the Creation Kit?
Would this projectile have the same animations (particles within Blender) when rendered in-game?
Is it like a jigsaw puzzle where you have to export all the parts individually and then piece back together within the Creation Kit? Export the projectile as a .nif, export the explosion as a .nif, export the sound as sound ;o)
The bit that confuses me is how much information is exported within the .nif file format when it comes to animations/special effects?
P.S. I think most of what I need will have to be done with NIF files, and apparently there is some way (not worked this out yet) to go from Blender to a .nif and then into SkyRim. Isn't there? Please say yes, I can not afford 3DS Max!
Thanks in advance for any input.