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Poser Animatons for Skyrim


FireBug3

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I can't even extract Skyrim files right now (with bsacmd). I'm too lazy for that, I'm afraid.

 

Not to dis you, but your being to lazy does not mean it is not possible or that the tools do not exist.

 

Ie it's not a secret that you can extract Skyrim files with Fallout Mod Manager.

 

But I don't see them (nif scripts) for Blender. They seem to exist for 3DS, Maya. But not for Blender.

And in the Blender/Niftools community I don't see any activities regarding animations.

 

If you mean scripts that allow Blender to import/export nif and havok animations: those do exist - but not yet for Skyrim because the blender/nifskope folks are still in the process of figuring out the new format.

Besides that there's plenty activities regarding animations in the Blender/Niftools community.

 

Blender/Oblivion Character Animation

http://niftools.sourceforge.net/wiki/Blender/Oblivion_Character_Animation

 

Blender NIF Scripts

http://www.oblivionmodwiki.com/index.php/Blender_NIF_Scripts

 

 

@ Alexander Wolf:

Looking forward to the release of those idle animations.

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I can't even extract Skyrim files right now (with bsacmd). I'm too lazy for that, I'm afraid.

 

Not to dis you, but your being to lazy does not mean it is not possible or that the tools do not exist.

 

Ie it's not a secret that you can extract Skyrim files with Fallout Mod Manager.

rpawn, please don't take my words out of the context. This was a self-ironic comment I made to Ghogiel, and has nothing to do with the rest of the thread. I know very well how to extract Skyrim files, and I have done it.

 

If you look at my signature you might see that I have uploaded hundreds of animations. Made with Blender. And I have followed those developments you refer to very closely. And just because of that I believe that there are no significant activities regarding ANIMATIONS.

 

You are linking to pages which are not relevant for Skyrim. One of them says "This page was last modified on 14 August 2009, at 01:46.". That doesn't prove very much. Go read the NifTools forum, and show me any sign of life (not talking about throttlekitty, and NifSkope)

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You can try exporting kfs and using the kf/hkx converter to make some new anims. I don't see how it'll be any different than it is in max....

You're really talking about the hkxcmd by TheFigment here on Nexus?

 

Right now I'm struggeling to make things work. With both this mod and Havok's StandAlone Content tool I have still my problems. But just reading TheFigment's description fortifies my impression that we are VERY far from making/modifying animations with Blender, at least in a consistent, reliable way.

 

Just read all the known issues, trouble shooting information of this (great) mod. As an example

"Havok supports non-uniform scale in animation however Gamebryo does not. This means any animation exported to the Gamebryo format may lose information when this is present"
And if Gamebryo would be enhanced, would Blender be able to do so? And how many more issues we don't know at all.

 

With Blender 2.49b probably 95% of all Oblivion animations could not be imported and exported again without NifSkope tweaking, and about 20 % you could not correctly reimport at all. Do you think with all those great improvements we see in Skyrim this will be any close to that?

 

I'm far from complaining about Blender. I was very happy to have it available in the past years. But these are just facts to believe what I said in this thread.

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