Difference between revisions of "Importing Animations from Blender"
Importing Animations from Blender (edit)
Revision as of 07:58, 9 February 2007
, 07:58, 9 February 2007no edit summary
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Start up Oblivion, cast a self spell and the animation should have been changed so that, in addition to the normal cast self animation, the player lifts his/her left upper arm as well. | Start up Oblivion, cast a self spell and the animation should have been changed so that, in addition to the normal cast self animation, the player lifts his/her left upper arm as well. | ||
'''Note:''' if the animation duration is longer than the one in the .kf file, simply select the NiControllerSequence block and change the value of the "Stop Time" field. | '''Note:''' | ||
* if the animation duration is longer than the one in the .kf file, simply select the NiControllerSequence block and change the value of the "Stop Time" field. | |||
* if more than one bone is animated, you need to repeat the copy/paste/update process for each bone. | |||
Check out the [[Basic Animation Tutorial]] for more details on the .kf file blocks. | Check out the [[Basic Animation Tutorial]] for more details on the .kf file blocks. |