Difference between revisions of "Portal:Animating"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>DragoonWraith
(adding All Portals link)
imported>Galahaut
m (it's --> its)
Line 23: Line 23:
| style="width:60%;vertical-align:top;" |<div id="esstyle" style="width:auto;padding-bottom:0.5em;">
| style="width:60%;vertical-align:top;" |<div id="esstyle" style="width:auto;padding-bottom:0.5em;">
<h2 class="header">Things you can do</h2>
<h2 class="header">Things you can do</h2>
*Give feedback about this portal on [[:{{NAMESPACE}} talk:{{PAGENAME}}|it's TALK page]]!
*Give feedback about this portal on [[:{{NAMESPACE}} talk:{{PAGENAME}}|its TALK page]]!
</div>
</div>



Revision as of 22:03, 28 April 2008

The Modeling Portal

With animation you can move parts of a mesh or a complete mesh. Almost anything can be animated, and most animations can be triggered with a script. You can make and export animations with 3ds Max, Blender and even NifSkope is capable to make simple animations like an opening door.

Featured

Basic Animation Tutorial

File:AnimGuide Fig 1 Branch Overview.gif
Fig. 1: Typical view on a simple animation's block tree.

This guide aims at enabling modders to create very simple animated objects by applying pre-assembled basic animation files. Furthermore these animation files may be customized to allow for a multitude of more complex animations.

This might especially be geared towards modders who don't have access to or knowledge about using 3D applications (such as 3D Studio Max) to create and export animations.

Basic knowledge about animations and about using NifSkope is required though.


Anatomy of Animations

An animation sequence that's embedded into a .nif file is composed of characteristic block structures (see Fig. 1).
The following is a list of brief descriptions about the most common elements.

  

Things you can do

Getting Started

Related Pages

Related Portals