Difference between revisions of "Importing Animations from Blender"
Importing Animations from Blender (edit)
Revision as of 10:47, 27 November 2008
, 10:47, 27 November 2008→Updating the Existing .kf File
imported>Breeze582000 |
imported>Doggieb |
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{{Update}} | |||
{{Tools|req0=[[Blender]]|req1=[[NIF_Importers_and_Exporters#Blender|Blender Nif Plugin]]|req2=[[NifSkope]]}} | |||
== Introduction == | == Introduction == | ||
[[Image:Breeze582000_Anim.jpg|thumb|right| Screenshot of altered spell casting animation.]] | [[Image:Breeze582000_Anim.jpg|thumb|right| Screenshot of altered spell casting animation.]] | ||
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== Tools Needed == | == Tools Needed == | ||
Before you start making animations for Oblivion, you need (at least) the following tools: | Before you start making animations for Oblivion, you need (at least) the following tools: | ||
* [ | *[[:NIF_Importers_and_Exporters#Blender|Blender and the scripts to import and export NIF files]] | ||
* the latest version of [[NifSkope]] | |||
* the latest version of [ | |||
* some talent :) | * some talent :) | ||
Obviously it helps if you've read some tutorials on how to use these tools. Tutorials are available on the pages linked too above, as well as in the [ | Obviously it helps if you've read some tutorials on how to use these tools. Tutorials are available on the pages linked too above, as well as in the [[:Category:Tutorials|tutorials]] section. | ||
== Creating an Animation in Blender == | == Creating an Animation in Blender == | ||
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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;" | ||
|'''Importing Animations INTO Blender''' | |'''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. | 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. copy the data blocks from the .kf file into the .nif file and attach these to controllers on the bones that animate and remember to rename the block correctly. | ||
Tedious, but it works. | Tedious, but it works. | ||
A better way to import an animation into blender is this: | |||
At the import screen, select skeleton.nif as target. If you see the import options screen, look below. You will see a "load .kf" button. Select as .kf your .kf animation. Import | |||
And you will have a skeleton + your animation as a action. Your animation is called Defaultaction. Faster and better then copy-paste all those data blocks. | |||
|} | |} | ||
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:''' | ||
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[[User:Breeze582000|Breeze582000]] 06:42, 9 February 2007 (EST) | [[User:Breeze582000|Breeze582000]] 06:42, 9 February 2007 (EST) | ||
[[Category: | [[Category:Animation_Tutorials]] |