Difference between revisions of "Importing Animations from Blender"

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=== Updating the Existing .kf File ===
=== Updating the Existing .kf File ===
{| width="30%" align="right" style="background:#aaffaa;"
|'''Controller vs Interpolator'''
A controller block is connected to a bone and controls the animation of this bone directly. A controller cannot exist in a file without a bone.
An interpolator, on the other hand, does not need to be directly connected to a bone. An interpolator indicates the bone it effects by specifying the name in a string block containing extra information.
|}
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.


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