pickinthebanjo Posted February 6, 2011 Share Posted February 6, 2011 I made a series of mods containing several weapons that need a new animation made up. For example I need to make a bullpup animation for the FN F-2000, Groza, and SVU as well as an RPG-7 animation. I copied the .kf files for each reload animation into a folder then tried to import them into Maya, 3DS, and Nifskope. The first to did not support the .kf files but nifskope seemed to but I received an error stating a missing root note. I have not tried to import into blender yet though I do not believe it would support the import either. I do know that it is possible though since I have seen several mods contain custom animation files. I am new to animating and would like to hear some thoughts on animating fallout weapons with custom animations. thank you. Link to comment Share on other sites More sharing options...
rkelly Posted February 17, 2011 Share Posted February 17, 2011 joefoxx is releasing a bulpup anim soon. its already out at f3u. Link to comment Share on other sites More sharing options...
pickinthebanjo Posted February 17, 2011 Author Share Posted February 17, 2011 I just tried it out, it works quite well. But my main question still is how do you edit .kf files and what program/plugins are used because I need to make animations for the RPG-7 and a couple of other weapons still Link to comment Share on other sites More sharing options...
ecksile Posted February 17, 2011 Share Posted February 17, 2011 In case you didnt kno, inorder to use your new animations your gonna have to overwrite some prexistings one's. Nifskope and nif scripts. Link to comment Share on other sites More sharing options...
pickinthebanjo Posted February 17, 2011 Author Share Posted February 17, 2011 Yeah I figured I would have to do that, and what do you mean by Nifskope and nif scripts? As far as I knew it was not possible to make a new animation with Nifskope alone, am I wrong about that? Link to comment Share on other sites More sharing options...
ecksile Posted February 18, 2011 Share Posted February 18, 2011 You can but its unpractical and extremely time consuming...nif scripts are the import and export scripts for Nif and KF files for blender i dont know what the maya or max equivalents are. But you will need nifskope for final adjustments to get animations in game. Link to comment Share on other sites More sharing options...
rkelly Posted February 18, 2011 Share Posted February 18, 2011 you dont have to replace anims sometimes. but its prolly a good idea to talk to joefoxx Link to comment Share on other sites More sharing options...
jhardingame Posted February 18, 2011 Share Posted February 18, 2011 You don't have to replace animations, the bullpup resource(which is released on Nexus) just uses the Reload R and S spaces, which are empty.The reload slots go up to Z for each weapon type, but about half of them are empty and unused. Just take up those slots. Link to comment Share on other sites More sharing options...
ecksile Posted February 18, 2011 Share Posted February 18, 2011 (edited) Ahh so there wer empty ones in there...I figured they were all used for the weapons added on from the DLC's and New Vegas, So i never bothered checking (I never played the DLC's i just assumed they added that many extra weapons when i was doing my exploring of the NV esm), Seeing as how NV Gamebryo is just an extension of the old engine, and NV itself is what looks like a build up from an old esm. Which NV esm prolly is, but since not all those assets were included in NV's bsa's and not all the old weapon entries exist in the NV esm they are open I'm guessing...Or possibly...maybe...Bethesda opened them for us modders?!?! (Doubt it :wallbash: ), My mistake :sweat: :teehee: Carry on... :thumbsup: Edited February 18, 2011 by ecksile Link to comment Share on other sites More sharing options...
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