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Difference between revisions of "Glossary"
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→K: KF Files, split L section.
imported>Wrye (→E) |
imported>Wrye (→K: KF Files, split L section.) |
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==K== | ==K== | ||
; | ;KF Files | ||
: KF files contain an animation that can be used to animate a [[# | : KF files contain an animation that can be used to animate a [[#|NIF file]]. In Oblivion all biped animations (characters and creatures) are stored in KF files in the same directory as the skeleton.nif file that describes the actor's skeleton. All object animation are stored in the NIF file together with the object itself. This can be done with [[NifSkope]] by using Attach .KF from the Spells menu. | ||
:KF files contain a NiControllerSequence block as root, a NiStringPalette, a NiTextKeyExtraData and an Interpolator of some kind for each bone. Each Interpolator block can contain a Data block with the actual animation data for that block. The NiTextKeyExtraData contains bits of text data at specific times that can be used by the engine to do perform actions associated with the animation. For example; playing a sound or starting a facial (morph) animation. | |||
==L== | |||
; LOD (Level of Detail) | ; LOD (Level of Detail) | ||
: Describes technology that is used to save memory and processing power by using lower detail models or textures for objects in the distance. The Oblivion game engine makes extensive use of LOD, and the CS has some functions to create and manipulate LOD objects. | : Describes technology that is used to save memory and processing power by using lower detail models or textures for objects in the distance. The Oblivion game engine makes extensive use of LOD, and the CS has some functions to create and manipulate LOD objects. |