JuJooGuppy Posted February 5, 2016 Share Posted February 5, 2016 Out of curiosity, how are people creating new animated objects currently? As an example, DDP's extending bridge that is animated. Is it a matter of repurposing nifs that already have animations in place and adjusting as needed, or is it possible to export working .kf's for the purpose of doing basic animations like that?I am not sure what routes are available currently. I know that in order to get my colonial lightposts working to where the bulb lit / dimmed depending on power, it had to have animations attached, so I simply imported my mesh into a previous one and re-worked it. Just curious what my options are currently, and the 'best' route. I would really like to make some animated items, but I am having difficulty with it currently.Thanks! Link to comment Share on other sites More sharing options...
JuJooGuppy Posted February 5, 2016 Author Share Posted February 5, 2016 For anyone else interested in animating statics that is new to it like myself, I *think* this covers the basics of it for Fallout 4 as wellhttp://forums.nexusmods.com/index.php?/topic/211325-animated-static-meshes/If there is more that can be shared please do. Trying to get a better understanding of everything within nifs... there can be an overwhelming amount of data / settings / info in them at times. (For instance, just take a look at DDP's elevators.. they have a lot going on, can look like a nightmare at first glance.) Link to comment Share on other sites More sharing options...
vashts1985 Posted February 5, 2016 Share Posted February 5, 2016 you can add simple keyframed transforms in the nif files without having a separate animation file. that would be my guess. Link to comment Share on other sites More sharing options...
Recommended Posts