BourgeoisBanana Posted March 20, 2016 Share Posted March 20, 2016 Hi guys, I'm aware this is a controversial topic - however, I'm only looking to convert player-made meshes for Oblivion, rather than any assets from the game itself, which I don't think is against the rules. I've looked around for other tutorials on the subject but they all seem to be focused on armor, which isn't what I'm looking to convert. The mesh in question is an animated river mesh by Texian and Godhugh. I've managed to get as far as having the mesh and texture working in New Vegas, but the animations completely disappear somewhere along the way, so it's more or less a static - any idea where I'm going wrong? Again, sorry if this breaks any rules. I'd really truly appreciate some help. BB Link to comment Share on other sites More sharing options...
Deleted1205226User Posted March 20, 2016 Share Posted March 20, 2016 Hi,When passing through Blender object & texture animations are lost, I don't know about other 3D app.Anyway, the animation structure in Oblivion and Fallout is slightly different, so it needs to be rebuild. I can have a look at the original resource and see if I can reproduce something similar inside your conversion. Let me know. If the resource is home made (not game derived) and the policy of the Modder is to allow conversion for other games, you're on the safe side. Link to comment Share on other sites More sharing options...
uhmattbravo Posted March 22, 2016 Share Posted March 22, 2016 (edited) I have the same problem with vertibirds. I've seen some of your work, pix, and you seem to know what you're doing. Any advice on how I'd go about changing the flight paths? Edited March 22, 2016 by uhmattbravo Link to comment Share on other sites More sharing options...
Deleted1205226User Posted March 22, 2016 Share Posted March 22, 2016 (edited) Well, I know how it works. I could explain to you the structure and the mechanic behind it, at least in Nifskope. But in case of the Vertibird, the animation contains probably hundreds of keys to determine the path, precisely calculated. These are done in 3D apps and will be extremely tedious and delicate to tweak by hand, in Nifskope. (Unless it's a matter of copy/pasting an existing one) I don't know how to set these animations in Blender, I only animate within Nifskope.So, I can only direct you toward TrickyVein's tuto which has learn me the basics, sorry. Edited March 22, 2016 by Guest Link to comment Share on other sites More sharing options...
uhmattbravo Posted March 22, 2016 Share Posted March 22, 2016 (edited) It's still more information than I had on the subject, so that helps. It just might not be as easy as I was hoping it would be. Thanks. Edit: The only thing I couldn't figure out with model swap part was how to change the collision. Any tips on that? Or is it covered in that tutorial? I've so far only had a chance to skim through it. Thanks again for the help. Edited March 22, 2016 by uhmattbravo Link to comment Share on other sites More sharing options...
Recommended Posts