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Blender animation export issue


seribicus

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I've been trying to add better animations for sitting and what not using Breeze's FO3 Blender rig. Which has worked relatively well up till bringing the .kf file into fallout whereupon the mesh gets mangled to all hell. The skeleton is still intact and moving properly but every part of the mesh is bent out of whack. It's almost like the vert groups are all rotated 90 degrees on 1 or more axis without the bone being rotated. There's no mesh being exported, and I'm using the default settings with the animation .kf button selected.

I know I'm using a FO3 skeleton but it has the same issue in Fallout 3 as well.

 

I'm not sure if it's related but in the output window after the pyffi.toaster:INFO: lines it gives this warning for every bone in the skeleton

niftools.blender.export:WARNING:No priority set for bone Bip01 R Clavicle, falling back on default value (26)

I understand it has something to do with the bone priority, which to my understanding has to do with the order in which animations get played on the bone.

 

I've found a lot of animation tutorials and what not for oblivion animations but nothing I've tried has help.

 

http://img151.imageshack.us/img151/6083/animproblem.jpg

she's supposed to be sitting on the floor but instead her body's exploding, and while that is amusing and could be useful for creating mangled characters. I'd like to have my animation work properly.

I've tried exporting .nif with animation from blender which works into 3ds max but 3ds max 2009 doesn't seem able to export a valid .kf file.

and for some reason blender won't let me import animation data, even though i follow what people say to do.

 

Has anyone encountered this before and/or have any advice on how to fix this? Because I've completely hit the wall on how to fix this.

 

Thanks in advance

and sorry if this is in the wrong place

Edited by seribicus
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