seekingthesun Posted April 12, 2016 Share Posted April 12, 2016 (edited) I have a model animated in Blender and I have the plug in that allows to export a .nif but when I do it fails and it singles out a part of my model that comes first in the alphabet and says "Non-uniform scaling not supported. Workaround: ctrl+a apply size and rotation" Okay, the problem is that when I do that it resets the rotation on at least one "placed" animation frame. Edited April 13, 2016 by seekingthesun Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 13, 2016 Share Posted April 13, 2016 Unless I am missing something, FO4 animations (aside from built-in animations inside the nifs) cannot be edited still, and exporting the animations isnt possible. If you are looking to animate something like a workshop item, I believe the only way is to currently use some base nif blocks from other animated objects, like, say, the wind generator, and retool it to do what you want to do.I know they are making progress on the editing of animations for characters and such, but so far as I am aware, its still out of reach. Link to comment Share on other sites More sharing options...
Ethreon Posted April 13, 2016 Share Posted April 13, 2016 You can't import/export animations yet. There are solutions out there though. Link to comment Share on other sites More sharing options...
seekingthesun Posted April 14, 2016 Author Share Posted April 14, 2016 So for example I'd have to retain the hammer from the 10mm Pistol or collect parts from other nifs and try to recombine them? Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 14, 2016 Share Posted April 14, 2016 You can use the "code" itself in many cases to make your own animation. I haven't done a ton with animated objects aside from functional lightbulbs, but the general idea is you find an object that does something similiar to what you want to do (It scales an object, or it rotates, or moves, etc etc.) you then apply the necessary values to your new object, and then you can adjust the values of said animation from there. It does take a bit of an understanding of .nifs, and patience, to be sure. I find often that when dealing with animations, for me, its best to copy my object into a vanilla object, and then go through and apply everything that way.If I am not mistaken, thats actually how weapons are currently done typically. Take your exported .nif, copy the entire thing into a previous weapon, and move stuff around / apply the attributes where needed and remove the old geometry. Someone can correct me if I am wrong there, I again have limited experience and have yet to touch weapons. Just what I recall reading as I have been looking to learn. Link to comment Share on other sites More sharing options...
seekingthesun Posted April 15, 2016 Author Share Posted April 15, 2016 Okay so I have a wine bottle, not animated. It wont export either. It gives a really cryptic message and it won't let me copy and paste the error message. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 15, 2016 Share Posted April 15, 2016 Well, I have seen talk about exporting from Blender, but I was under the impression there was only an updated exporter for 3ds MAX... has that changed? Is there actually an exporter for Blender that supports FO4 now?If thats the issue, I could export it via my 3ds max, if ya wanted. Or I can take a look at it regardless. Link to comment Share on other sites More sharing options...
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