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Help with Blender/Door Animation


grffnhwk

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I'm trying to make an animation of a custom door opening when the player clicks on it, and closes when they click on it again. I've tried grabbing an existing door in Nifskope but I'm lost on what to edit. I can edit normal weapon, armor, and static .nifs no prob, but these animations are a little more complicated. hehe

 

I also tried making the animation in Blender but can't figure out how to separate the animation into Open and Close. If anyone has a Nifskope tutorial for editing animations or can tell me how to make separate animations in blender, that would be awesome. It's really frustrating being this close to finishing but getting stuck on something this stupid. hehe

 

Thanks.

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Sure man

 

 

Fallout 3 is hardcoded,

 

meaning if you deleted the animation it would still show up ingame as the default version

 

if you changed it it will still show up as the default animation

 

 

 

what we do is take existing vanilla meshes with animations, then cut an paste our parts in there

 

after we delete the 3D shape parts name, but leaving the rest of the block list

 

 

 

 

 

An example

 

 

 

 

10mmpistol

 

 

 

the slide

 

 

 

In nifscope the block list looks something like

 

 

10mmpistol:0

words words

Slide:0

Hammer:0

Trigger:0

 

 

 

That's not really the shape though

there's other stuff in there

 

 

if you click the slide in the render window it will highlight the actual shape part

of and inside the block branch for the slide

 

Once it's highlighted, what I do is right right click it then block an remove branch

 

Copy the slide I want to use in another nif mesh, right click the same main shape way

 

 

go back to the other mesh, above the part of the branch that I removed is one of the main

 

treebranches I right click that main slide branch then block an paste in the new shape

 

 

Which is sort of just the part of the block tree that is the shape an texture

 

It's highlighted, automaticly but cut an paste in nifscope screws up the name which will screw up the animation

 

so what I do is take a note of the name of the shape before I deleted it

 

then all you do is select that part you pasted in with the block details checked so the block details

 

shows up in a different box at the bottom of the screen

 

at the top of that block details listing is the name, which you right click an edit text string or something

 

which brings up the interface for naming branches or branch parts

 

 

 

For the most part a follow what the vanilla meshes look like, even the numbers

 

 

What's important is that most times it's named something like Slide:0

if I were to paste in more than one item, then name it Slide:1

Then another Slide:2, and so on for however many parts

 

 

 

You can't make new animations I don't think, maybe though

 

You can however switch shapes around to use existing animations

 

 

like cut an paste a SMG into a pistol mesh, an you have a animated SMG

or if you wanted a lincoln rifle that uses a clip, just cut an paste in the parts of the lincon rifle

into a mesh that has a clip reload animation in it

 

 

 

What I would do is find a mesh for a door that is animated

Then practice removing branches, copy an paste branches, and set names correct

until I got a working custom door. There's doors that slide, roll, or just plain open

 

Also staic non moving doors are common in the wasteland

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