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animation for fallout using ik solver in blender???


ka06059

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Hi,

 

it seems like fallout 3 does'nt recognize animation done by using ik solver in blender for clipping foot on floor. In blender the animation work fine, how ever converting it into KF and apply it while in game , their foot are sliding througout the frames although the other body part works fine.... any help???

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What type of data do you imagine an actual foot IK solver would export as into a nif/kf? AFAIK kfs only contain controlled blocks and raw transforms of various types.

 

The fallout Gamebryo animation engine has its own built in foot IK solver. This is an engine side thing afaik. In the GECK you may have noticed there is ragdoll parameter... in the wiki it states none of this information is saved into an esp.( try esm..?)

 

anyway I presume you are doing a complete custom creature.. because if you are not, all characters in game already have IK setups in the engine. If you just need the keys for an animation on an existing skeleton, then you may need to collapse what your animation is doing down into pure transform keys. Not sure how this is done in blender, sorry.

Edited by Ghogiel
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