Difference between revisions of "Importing Animations from Blender"

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== Creating an Animation in Blender ==
== Creating an Animation in Blender ==
The first thing you need to do is import an skeleton and mesh from Oblivion into Blender. The [[Creature Meshes 101]] tutorial is quiet good for explaining how to do this.
The first thing you need to do is import a skeleton and mesh from Oblivion into Blender. The [[Creature Meshes 101]] tutorial is quite good for explaining how to do this.


Once you have a clean mesh in Blender, animate it. For this tutorial, simply rotate the left upper arm (Bip01 L UpperArm) so that it is above the character's head about mid-way through the animation.
Once you have a clean mesh in Blender, animate it. For this tutorial, simply rotate the left upper arm (Bip01 L UpperArm) so that it is above the character's head about mid-way through the animation.
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You now have a correctly set up .kf file. Save it. Ignore the "error message" about "unassigned parent link", it doesn't matter. You can use the attach .kf spell to see that the animation does work.  
You now have a correctly set up .kf file. Save it. Ignore the "error message" about "unassigned parent link", it doesn't matter. You can use the attach .kf spell to see that the animation does work.  


Start up Oblivion, cast a self self 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.
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