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NIF/KF, modelling and animating. How does it work?


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Hello! I am interested about NIF and KF format, which is used in Gamebryo for storing models and animations. The most interesting is skeletal models and animations. For example, I have taken securitron skeletal model. I have imported it (skeleton.nif and nvsecuritron.nif) to 3ds Max and then just imported it back. Then I placed this file to "meshes/creatures/nvsecuritron". After all I have enabled my test model in GECK. It isn't really added to secutitron skeleton, just make some error as geomertry stretched the whole space. How should such things be done? My question is - how skeletal models/animations should be imported to 3ds Max/Blender any other editor and how to export them back to Fallout: New Vegas?

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