MIddleEB Posted January 3, 2011 Share Posted January 3, 2011 I am having problems exporting animations for a custom creature from blender to Oblivion, when I get a walking animation into the CS, I get an error message saying that it has been exported with "animate in place in MAX" (3dsMax presumably) but im using blender, and threre isnt even an option for "animate in place" with nifscripts.I know that there are loads of people who have made custom creatures, so if anyone knows how to solve this it would be great. :biggrin: Thanks, MEB MERP Dev Link to comment Share on other sites More sharing options...
fore Posted January 3, 2011 Share Posted January 3, 2011 You can ignore this message. It's nasty, but apparently can't be avoided. I had the same problems with my anims. Here is what I wrote in the Readme of my NoMaaM BBB Animation Replacer :Known Issues or Bugs====================- TES CS Warning messages "AnimGroup ..... was exported with 'Animate in Place' from MAX" in NPC window, Animation Tab, Preview Full: this message is shown for each modded walk/walkfast .kf (not only my BBBed ones, but ALL I know, including mur_zik's, umpa's, beni's). This apparently has to do with a work-around necessary to deal with the Blender/NIF-Export 90°-Problem. It's not a problem, simply nasty. Link to comment Share on other sites More sharing options...
MIddleEB Posted January 7, 2011 Author Share Posted January 7, 2011 Thakns, but my animation doesn't make the creature move IG when its walking, it just plays the anim like an idle, but stays static. Link to comment Share on other sites More sharing options...
fore Posted January 7, 2011 Share Posted January 7, 2011 Thakns, but my animation doesn't make the creature move IG when its walking, it just plays the anim like an idle, but stays static. What do you do to make it move? You have to change x-Loc for BIP01. For Details see How Fix Your Animation FAQ Link to comment Share on other sites More sharing options...
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