Difference between revisions of "Importing Animations from Blender"

imported>Breeze582000
imported>Breeze582000
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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.
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.
{| width="30%" align="right" style="background:#aaffaa;"
|'''Importing Animations INTO Blender'''
You can import animations as well, AS LONG AS the animation is merged with the skeleton (i.e. the way it gets exported). So to import an animation into Blender, perform the reverse of what you did to export it. I.e. could the data blocks from the .kf file into the .nif file and attach these to  controllers on the bones that animate.
Tedious, but it works.
|}


'''Note:'''  
'''Note:'''  
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