Difference between revisions of "Blender/Creating a Character Animation"
Blender/Creating a Character Animation (edit)
Revision as of 11:32, 15 April 2010
, 11:32, 15 April 2010no edit summary
imported>Sickleyield (I think I've got the formatting basically where I want it this time. Really.) |
imported>Darkness X |
||
(3 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{Tools|req0=[[Blender]] 2.48|req1=[[NIF_Importers_and_Exporters#NifTools_Blender_NIF_Scripts|Blender import/export plugin]] 2.3.13|req2=[[NifSkope]]|opt0=[[BSA Unpackers]]|opt1=[http://www.tesnexus.com/downloads/file.php?id=21212 Blend Resource File With Robert's Male]}} | |||
{| | |||
==Introduction== | ==Introduction== | ||
Line 63: | Line 48: | ||
Now go to the button window and temporarily turn it into a scripts window - as you can see, it's the one with the green python for an icon. Choose the "Set Bone Priority" script under Scripts -- Object.[[Image:Charanimtut7.jpg|center|thumb|] | Now go to the button window and temporarily turn it into a scripts window - as you can see, it's the one with the green python for an icon. Choose the "Set Bone Priority" script under Scripts -- Object.[[Image:Charanimtut7.jpg|center|thumb|]] | ||
30 is a number that works well here. | 30 is a number that works well here. | ||
Line 162: | Line 147: | ||
This is why changing the number of translation keys to 2 is a good idea in this case. If you have a moving anim that is not meant to be translated on the Z axis, it can be very tedious to change all the Z values. | This is why changing the number of translation keys to 2 is a good idea in this case. If you have a moving anim that is not meant to be translated on the Z axis, it can be very tedious to change all the Z values. | ||
[[Category:Animation Tutorials]] |