Difference between revisions of "Importing Animations from Blender"
Importing Animations from Blender (edit)
Revision as of 05:41, 12 February 2007
, 05:41, 12 February 2007→Updating the Existing .kf File
imported>Breeze582000 |
imported>Breeze582000 |
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* double click on the name of the NiKeyframeData and rename it to NiTransformData | * double click on the name of the NiKeyframeData and rename it to NiTransformData | ||
* select the old NiTransformData block and delete it | * select the old NiTransformData block and delete it | ||
{| width="30%" align="right" style="background:#aaffaa;" | {| width="30%" align="right" style="background:#aaffaa;" | ||
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Tedious, but it works. | Tedious, but it works. | ||
|} | |} | ||
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 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:''' | '''Note:''' |