Difference between revisions of "Importing Animations from Blender"
Importing Animations from Blender (edit)
Revision as of 08:54, 9 February 2007
, 08:54, 9 February 2007→Existing .kf File
imported>Entim m (fixed some typos) |
imported>Breeze582000 |
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Select the NiKeyframeData block for the left upper arm and copy it. Paste it in the castself.kf file. It will be added to the end of the list of blocks and is not yet connected to the animation. | Select the NiKeyframeData block for the left upper arm and copy it. Paste it in the castself.kf file. It will be added to the end of the list of blocks and is not yet connected to the animation. | ||
=== Existing .kf File === | === Updating the Existing .kf File === | ||
The castself.kf file has a NiControllerSequence block that contains controller sequences. A number of NiTransformInterpolator blocks attached to NiTransformData blocks are in this file (one per animated bone). The NiTransformData block contains the actual animation keys (and the exact same structure as NiKeyframeData blocks. We need to replace the existing Data block with the one containing the new animation. | The castself.kf file has a NiControllerSequence block that contains controller sequences. A number of NiTransformInterpolator blocks attached to NiTransformData blocks are in this file (one per animated bone). The NiTransformData block contains the actual animation keys (and the exact same structure as NiKeyframeData blocks. We need to replace the existing Data block with the one containing the new animation. | ||