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Converting animated Oblivion mesh to FNV


Jokerine

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Hey folks! I was wondering if someone may be able to give me a hand. I really want to use one of Mr Siika's seagulls from here - especifically seagull01FlapX.nif - but, sadly, when I import it into Blender to convert it the animations get lost. I was hoping to have a flappy seagull instead of some weird UFO floating one :P

 

So, could anybody maybe consider converting the mesh? I just want that one I mentioned. I can deal with the implementation, I just want the model. Or would it be possible to get it to work in FNV it with some Nifskope trickery?

 

Thanks!

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Hey folks! I was wondering if someone may be able to give me a hand. I really want to use one of Mr Siika's seagulls from here - especifically seagull01FlapX.nif - but, sadly, when I import it into Blender to convert it the animations get lost. I was hoping to have a flappy seagull instead of some weird UFO floating one :tongue:

 

So, could anybody maybe consider converting the mesh? I just want that one I mentioned. I can deal with the implementation, I just want the model. Or would it be possible to get it to work in FNV it with some Nifskope trickery?

 

Thanks!

 

I think that the animations are in the .kf file format and not part of the .nif.

 

I have used Oblivion animations for NPCs in Fallout3 without having to do any conversions. I just dropped the .kf file into the appropriate location in the meshs folder.

 

Also, wouldn't you have to import the seagull skeleton? The animations are applied to the skeleton .nif and the body .nif is weighted to the skeleton.

Edited by M48A5
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They're likely an animated static which needs to have the animations attached through nifskope. In my experience with new Vegas, even if a creature is marked as flying, if it uses a skeleton the bounding box seems to need to still contact the ground. (For example, try to have a dog walk under Ed-E and he'll be pushed)

 

I can give it a try, but it may take some time to get to. We're all moved and unpacked by now, but I still haven't had too much time to work on mods yet.

 

Edit: ninja'd. And I'll probably need to use a skeleton anyway, but not a proper creature skeleton because the empties I normally use are better for rigid objects.

 

You just want close to the same animations?

Edited by uhmattbravo
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I took a look at it. It wouldn't let me cheat and copy the animation in Nifskope, but one imports with the rigging pretty much intact into blender so the hard part is mostly done. It'll take me a little trial and error to get the movement believable and up to speed, but it should work out OK.
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They're likely an animated static which needs to have the animations attached through nifskope. In my experience with new Vegas, even if a creature is marked as flying, if it uses a skeleton the bounding box seems to need to still contact the ground. (For example, try to have a dog walk under Ed-E and he'll be pushed)

 

I can give it a try, but it may take some time to get to. We're all moved and unpacked by now, but I still haven't had too much time to work on mods yet.

 

Edit: ninja'd. And I'll probably need to use a skeleton anyway, but not a proper creature skeleton because the empties I normally use are better for rigid objects.

 

You just want close to the same animations?

You can make it so that you can walk under flying creatures, it requires a dummy invisible collision nif and some scripting.

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Is this all really necessary? Like, creating a skeleton and stuff? I don't remember if the vultures in the game have a skeleton but I figure if this is just an animated static it would be a lot easier than going all the way. But then again I have no idea about animating models...

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They're likely an animated static which needs to have the animations attached through nifskope. In my experience with new Vegas, even if a creature is marked as flying, if it uses a skeleton the bounding box seems to need to still contact the ground. (For example, try to have a dog walk under Ed-E and he'll be pushed)

 

I can give it a try, but it may take some time to get to. We're all moved and unpacked by now, but I still haven't had too much time to work on mods yet.

 

Edit: ninja'd. And I'll probably need to use a skeleton anyway, but not a proper creature skeleton because the empties I normally use are better for rigid objects.

 

You just want close to the same animations?

You can make it so that you can walk under flying creatures, it requires a dummy invisible collision nif and some scripting.
You've piqued my interest. Care to elaborate? ...pretty please?

 

You mean like a platform that's scripted to move with the creature to stay under it? Does it move with the creature or the creature has to move with it? Can it work with leveled lists?

 

I looked into the possibility of creature vertibirds a while back but scrapped it because I didn't realize there could be a workaround.

Edited by uhmattbravo
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