AllanOcelot Posted February 10, 2011 Share Posted February 10, 2011 Hello guys and gals. I have a simple quesiton here that I need some help with. I have created an item in blender and I have sucsessfully animated it (albeit a strange way) by following this tutorial; (all questions related to using the item in fallout new vegas) My question(s) is/are these; 1- how do I make animation stages? For instance, my object should `open,' and `close,' how would I go about doing this? or rather, do I need to do this?....im new to animation and only just picked it up..... 2. - Is there a limit on frames I can have, a sliding door is one thing, but lets say I wanted to make a giant tentical monster.....( I dont ) if I riggged it up and animated it with 300 frames, would it work in game? 3. - After ive made my items and exported them, whats the next step.... Im sorry that I have so many questions - but its a gray area for me. I followed a door animation, but the author of the tutorial was not very clear about what to do. Im not a noob to blender, just to animation in general. If I get this working, I promise to make a step by step video tutorial telling everyone else how to get something simple animated in game, you guys would not only be doing me a favour, but I suspect a lot of want to be modders aswell. Thanks in advance... Allan Ocelot. Link to comment Share on other sites More sharing options...
Nadimos Posted February 10, 2011 Share Posted February 10, 2011 (edited) Hey there! I have not really experimented with all that animation stuff myself yet, so these are also interesting questions to me and more tutorials are always a great thing! Anyway there is a blender tutorial out on fallout 3 nexus, if that is not the one you already checked out, that goes into making a working elevator, which just might give you that edge you are looking for (or not depending on). http://www.fallout3nexus.com/downloads/file.php?id=9700 Edited February 10, 2011 by Nadimos Link to comment Share on other sites More sharing options...
AllanOcelot Posted February 10, 2011 Author Share Posted February 10, 2011 I did not find that tutorial before, I shall check it out right now! EDIT - yeah, i found that one before, I just did not find it clear enough. =/ Link to comment Share on other sites More sharing options...
AllanOcelot Posted February 11, 2011 Author Share Posted February 11, 2011 Come on guys I really need some help. Ive made the animation I want, a door slides open. Whats the next step, Once I know I can teach others =/ Do I need to make the sliding back animation? Does fallout understand that the animation needs to be reversed.....how do I even get an animatrion in nifskope........so many questions. =/ Link to comment Share on other sites More sharing options...
baduk Posted February 12, 2011 Share Posted February 12, 2011 (edited) Hi! Sorry but i dont know how to make the thing in blender and export it. maybe its not so hard tho? There is an export animation + geometry option in the exproter. For how your nif should turn out its good to use a simple animated nif example to look at like vdoorsliding that u can find in bsa. Only thing ive done before is changing name of involved nodes on vdoorsliding, changing animation keys, and copy over to prepared destination nif where i just added parent ninodes for the animated parts. It was thanks to the good instructions of ghogiel to use this vdoorsliding nif for experimentation.http://www.thenexusforums.com/index.php?/topic/211325-animated-static-meshes/ Ok well i looked at the tutorail u used for animating the object. Looks good. Anyway what u gotta do is have a child ninode of bsfadenode root in your nif. bsfadenode root is the one that has rotation and location applied globally in the game. so the child ninode can get a local animation applied to it. I dont know if you ned to use an armature to get this hierarchy. U may need to do some nifskoping at least until you get the process worked out. Edited February 12, 2011 by baduk Link to comment Share on other sites More sharing options...
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