Talk:Importing Animations from Blender

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Revision as of 16:03, 14 August 2008 by imported>Khrabanas (Importing .kf files into blender)
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Needs to be updatedEdit

This needs to be updated with information about the new import/export scripts and probably NifBlend if that's still needed to export a working animation. --Qazaaq 12:01, 6 August 2007 (EDT)

NifBlendEdit

I can update this tutorial with information about NifBlend, or I can write a new tutorial. There's no disadvantage in using NifBlend instead of NifSkope and copying every bone by hand.

NifBlend

Also I think this article should be renamed to Exporting Animations with Blender;

It's not importing the animations in the game that's the problem, it's exporting them with Blender that takes time and special directions. Importing the animations is not even discussed. There's also a box with importing animations into blender, this is confusing.

If no one is going to comment on this I'm going ahead to rename and rewrite this tutorial, but I'd really like some feedback first. --Qazaaq 11:38, 27 June 2007 (EDT)

QuestionsEdit

1. I became stuck when you said simply rotate the left arm. How is this done in Blender? Thanks. --Jorne 03:21, 24 February 2007 (EST)

Importing .kf files into blenderEdit

If you want to do the opposite - that is, import .kf files into blender - instructions are at http://niftools.sourceforge.net/wiki/Blender/Oblivion_Character_Animation. You'll probably want to import first anyway, especially when starting out.

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