MontbelloKnight Posted December 15, 2010 Share Posted December 15, 2010 Hello, I am new at this and I am having problems exporting an animation from blender into the kf file format. What I am trying to get is a pose animation with breathing movement. I believe Its a problem with my export options, but I am really nooby at this, so I'm likely wrong. Anyway heres the problem: I have the animation ready, as can be seen here; http://img440.imageshack.us/i/shotblender.jpg/ Here are my export options; http://img3.imageshack.us/i/shotexportprops.jpg/ And here is the troubled result; http://img221.imageshack.us/i/shotnifskope.jpg/ As can be seen in the third picture, the wireframe man is in the correct pose of the animation, and it also is doing the breathing movements I made for it in blender, however, the skeleton is in the default stretched arms position. I ignored this, and proceeded with the nifblend process and as expected all I got was a guy standing up straight with stretched arms;http://img812.imageshack.us/i/screenshot68q.jpg/ I would apreciate feedback on this problem. Thank you for your time. Link to comment Share on other sites More sharing options...
Fumofumo Posted December 15, 2010 Share Posted December 15, 2010 Your export settings are off. Check Export Animation Only, not Export Geometry+Animation and you'll probably be good to go. Probably. Link to comment Share on other sites More sharing options...
MontbelloKnight Posted December 15, 2010 Author Share Posted December 15, 2010 @Fumofumo; That didn't work. Link to comment Share on other sites More sharing options...
fore Posted December 15, 2010 Share Posted December 15, 2010 @Fumofumo; That didn't work. It should (exept that you should set bone priorities and the Anim Seq Name, if you havn't done it somewhere else). Can you explain, what you have done to make the anim run. It should be a .kf now, not a .nif. And you need to define an idle animation for that. Link to comment Share on other sites More sharing options...
MontbelloKnight Posted December 15, 2010 Author Share Posted December 15, 2010 I believe it is a NIF because I started by importing the Oblivion skeleton nif, and from there I proceeded to make the animation. And, as I mentioned, I was trying the NifBlend method in which bone priorities and anim seq name are dealt with in nifskope. As for defining an idle animation, I'm not sure how to do that, but will see what I can do. Thank you both for replying. :) Link to comment Share on other sites More sharing options...
Recommended Posts