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Difference between revisions of "Importing Animations from Blender"

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== Tools Needed ==
== Tools Needed ==
Before you start making animations for Oblivion, you need (at least) the following tools:
* [http://www.blender3d.org/cms/Home.2.0.html Blender]
* [http://www.niftools.org/wiki/index.php/NIF_File_Format_Library_and_Tools scripts] for importing and exporting .nif files to and from Blender
* the latest version of [http://www.niftools.org/wiki/index.php/NIF_File_Format_Library_and_Tools NifSkope]
* some talent :)


Obviously it helps if you've read some tutorials on how to use these tools. Tutorials are available on the pages linked too above, as well as in the [http://cs.elderscrolls.com/constwiki/index.php/Category:Tutorials tutorials] section.


== Creating an Animation in Blender ==
== Creating an Animation in Blender ==

Revision as of 05:47, 9 February 2007

Introduction

Creating animations for Oblivion, so far, has only been possible for users of 3DS Max versions 6 to 8 (AFAIK). If you're like me and don't have access to these versions (and don't want to obtain copies from ~those~ places), then you're stuck with Blender, Milkshape, etc.

Getting animations from Blender into Oblivion is a bit more work than that for 3DS Max users, but it can still be done. The first thing you need to do is make sure you have the correct tools.

Tools Needed

Before you start making animations for Oblivion, you need (at least) the following tools:

  • Blender
  • scripts for importing and exporting .nif files to and from Blender
  • the latest version of NifSkope
  • some talent :)

Obviously it helps if you've read some tutorials on how to use these tools. Tutorials are available on the pages linked too above, as well as in the tutorials section.

Creating an Animation in Blender

Exporting an Animation from Blender to NifSkope

Creating an Animation File (.kf)

Conclusions