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Blender, Baking and KF files


adani

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Hey all,

 

I'm trying to find out how to import a nif file (upper+lowerbody) with an applied .kf frame to it in Blender, and baking it to a single nif which doesnt depend on the .kf file anymore (in other words, a statue). Anyone knows how to do this?

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First, make sure you you've got the Editing panel up first, which is the button with square with the four dots in the corners, or hit F9 (in version 2.49a.) Select the body meshes and you'll find a modifier called "Armature" on the Panels tab; select "Apply" on that modifier and it will apply the current deformation onto the object, from which afterward you can delete the skeleton once all armatures are applied.
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