Difference between revisions of "Importing Animations from Blender"

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imported>Breeze582000
imported>Breeze582000
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*mesh and  
*mesh and  
*animation.  
*animation.  
The only problem is that these three are merged and are not usable as an animation (.kf) as is.
 
The only problem is that these three are merged and are not usable as an animation (.kf) as is. An animation file simply contains the changes in position, orientation and scale of the bones. Oblivion will not accept the file that is exported.
 
So, export the skeleton, mesh and animation from Blender and save it in a .nif file, e.g. test.nif


== Creating an Animation File (.kf) ==
== Creating an Animation File (.kf) ==
To obtain an animation file in the correct format, pieces of the exported file needs to be extracted and placed in an animation file in the correct format. To do this:
* open an existing animation file (e.g. castself.kf) in NifSkope
* open another window in NifSkope and load the exported file (e.g. test.nif)
If you press the play button in the window containing test.nif, you will see the model being animated.


== Conclusions ==
== Conclusions ==


[[Category:Tutorials]]
[[Category:Tutorials]]
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