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For the love of MOD somebodey, help!!


Newbie360

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I don't do animation but I would venture to guess that the keys need to be modified to include rotation and record it into the animation. If the animation only contains references to size and location, you won't be able to modify the rotation during playback.
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haha, i bet you used the in-programmed animations :)

try to make a animation by hand :)

if not, tell me im wrong :)..i shall try if i can create a vid for you.(but only if you tell you cant do it by hand..or another reason te make me create that vid :) )

Edited by omgitspeanut
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  • 2 weeks later...

Looks like the old darned 90° problem.

Every time you export .kf it needs to be tweaked in NifSkope. In simple cases like I do (importing existing anims, make chages, export) its enough to change the 'BIP01' and 'BIP01 NonAccum' Rotation (Euler R) in their respective NiTransforminterpolator: BIP01 to 0, BIP01 NonAccum to 90. For moving sideways or backward the NonAccum value differs.

 

EDIT: If the BIP01 NonAccum Rotation in the original file is unequal to 0 (which is NOT imported to Blender!), you have to take this value instead. (Edit end)

 

If you do it from scratch, and you rotate those 2 bones in an "unproper way", it can be more difficult. I had to change once the TranslationData for each frame (at least that was the only solution I have found at that time).

 

For more information see How Fix Your Animation FAQ. Hope that helps.

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