kingtitan Posted Monday at 11:57 AM Posted Monday at 11:57 AM Hello everyone! I have recently gotten into making/editing poses (no complex animations yet) for classic oblivion. I've been able to export a number of new poses without any issue, but I have a couple of problems that are currently plaguing me. And, despite my best efforts, Google simply isn't as useful as it once was and has not netted me a whole lot (unfortunately). For reference, I am using Blender 2.49. Here's my problems/questions: 1) How do you change the relative offset position of where a pose plays in game? For instance - I have a pose that I am editing that, when played, stands flat on the ground; but, I'd like to show the character a couple "feet" off the ground when it plays in game. I've tried inserting a keyframe (Loc & VisualLoc), but neither of these seemed to work. I feel like it's probably something simple that I'm just missing! 2) In editing poses, I have realized that I can add head tracking to some old poses that previously did not have it simply by importing & re-exporting a kf file. While this is great for some poses, there are other poses that I am editing the armature from its original state and would like to keep head tracking turned off (I realize you can technically use the "look" console command to achieve this in game, but that's obviously somewhat of a pain). Is this something that I can do in Blender, or would it be an after-export edit in Nifskope? Any help is greatly appreciated!! I am more than happy to provide any additional information or answer any questions if anything above is unclear! -KT
kingtitan Posted Monday at 10:59 PM Author Posted Monday at 10:59 PM I've inadvertently answered my first question just by playing around in blender. For anyone wondering (or maybe this will show up in a google search and help someone else), the pelvis bone is used for the offset; all I had to do was use the normal transform on the z-axis and insert a LocRot keyframe to save the position.
kingtitan Posted Wednesday at 08:55 PM Author Posted Wednesday at 08:55 PM Figured I would get there eventually (got that tenacity!) but I have answered my second question as well. The bones in the armature are "locked" from moving using the bone priority constraint (priority:99 to "lock" movement, lower to "unlock" movement) in blender. Seems far more obvious now that I'm seeing it, but oh well! I've been finding this question in google searches so I figured I'd come back and update just in case I can help someone else out later. 1
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