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How to create Animations for Fallout using Blender


sabudum

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Hello, i don't know if this is the right section to post, however, it it's not, please move this post to the correct section.

 

I searched the web endlessly for weeks and couldn't find anything that would explain how to mod animations with Blender.

I want to make idle, walking, running and stealth animations for Fallout 3 and/or New Vegas, but cant find anything that explains how to do this properly, anything i try just ends up way bugged and distorted.

So, if anyone knows how to do this, i'd appreciate the support.

Is there something i need to do with the skeleton before importing it into Blender? Like, modifying any nodes or deleting anything?

 

Is there something i need to do with the animations after i export them from Blender?

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Well you wouldn't find anyone that could do that on FO3/FNV .kv I mean there were people but most of the time it seemed like converting different types of animaton. At least in your original idea the best place to talk about it would be directly in the Blender communty. Lots of people doing that. Maybe not for FO3/FNV but that's beside the point. I tried it once before, an was able to play animations for FO3/FNV inside Blender 2.49b an there's an editor for that, but it seemed really hard to figure out, an I guess I should have gone to the Blender community an talked there. Sorry if it doesn't help.

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I just saw it an thought of your post. Guessed that Oblivion used .kv like FO3/FNV, I don't really know. I know Skyrim might have some stuff you could learn for behaviors an .hkx It's the same thing as FO3/FNV if something exists to help us learn how to do it, it's not something anyone can find. If there are tools for it an guides for Skyrim, maybe somewhere in there some .kv got converted. Um thinking about it again today. I would say blender forums again an try to learn how to use that animation part of Blender, or I saw a learn how to make a pose which might be similar. There's groovatron an Fallout reanimated an mods like that, you might could borrow stuff from them. FO4 might have brought some of those people back, I mean it's only been 6 years or so. I asked this same question in the same board not that long ago. Actually I thought I answered my own post when I answered yours, LOL.

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It looks like for Skyrim an therefore FO4, pending any unknown conflicts, that 3D studio max would be the toolset to use. We see in http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim that a 3rd party command line program is used to convert .hkx from skyrim to .kf which I think is the format for the previous games. In other words they edited animations in Skyrim an to do it, converted them into the old format, edited, exported, converted back. It's theory, but we wanted to know how to make animations.

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  • 4 months later...

*I may be completely wrong, please forgive me of so*

 

What I would do is import the skeleton of the 1st person view (assuming you're doing something like a reload animation)

Import the weapon and remove the nodes (reintroduce them later) and parent the weapon to the right hand (line it up in the hands first)

Do some animating (don't do the weapon yet, just hand/body/camera movements)

Wright the scripts for the start/end and where the sounds key in

Bake the skeleton onto the vanilla 1st person mesh.

Do some more animating (such as parenting the clip to the left hand etc etc to get the clip to move with it.)

Export the skeleton as a .kf file (should probably do it straight after baking, and delete the "001" skeleton too, along with a few things you shouldn't have that ill post at the end)

Import the skeleton of the weapon (parent the mag to the mag node and the mag node to the left hand etc etc)

Export the weapon as a .kf file

Chain them together in nifskope by copy/paste controllers.

*gets a bit hazy from here*

I think you may have to attach the .kf in the geck or something.

 

*things to delete in blender*

- any thighs

- any toes

- any calfs

- leftweaponbase

- bip01 looking

- bip01 head

- bip01 pelvis

(that should be all of them)

 

Also again I may be wrong

 

I've done it like, once but I think its right. Sorry if not man

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