ElfyPers0n Posted March 8, 2017 Share Posted March 8, 2017 I'm trying to make a folding closet door for a resource/house mod I'm working on, but in order to get it to work with keyframes I need to add several keys in between the start and end points to avoid a visual mess. This works out to be pretty smooth in Blender, but when I try to turn it into a nif it seems to ignore all the keys I added to smooth it out. Is this just a limitation I'll have to work around or is there a way I can get more keyframes to work? Link to comment Share on other sites More sharing options...
dubiousintent Posted March 8, 2017 Share Posted March 8, 2017 There are several tutorials in the "Animation" section of the "Getting started creating mod using GECK" article using both Blender and NifSkope that might help you. The one on "Cloth and Shape Keys in 2.5" demonstrates a folding wall hanging which sounds similar. No voice though. But considering how close you are, it shouldn't matter. -Dubious- Link to comment Share on other sites More sharing options...
ElfyPers0n Posted March 8, 2017 Author Share Posted March 8, 2017 (edited) Would you know if shape keys work in NV? That would make this all so much simpler.And the Blender tutorials aren't much use, since I've already got that covered. I just need to figure out how to get it into a .kf without losing part of the animation. EDIT: Now that I think of it, shape keys would probably get me into the same issue. Edited March 8, 2017 by ElfyPers0n Link to comment Share on other sites More sharing options...
dubiousintent Posted March 8, 2017 Share Posted March 8, 2017 Do you have the NifTools plugin for Blender? That page also has several tutorials on animating with Blender which should cover it. -Dubious- Link to comment Share on other sites More sharing options...
ElfyPers0n Posted March 9, 2017 Author Share Posted March 9, 2017 Yes, and I do know how to export animations with it. My issue is that when I export keyframe animations as a .kf, it seems to just use the first and last frame of the animation, ignoring everything that may have been in-between and resulting in clipping for animations that rely on whatever is in-between. Link to comment Share on other sites More sharing options...
ElfyPers0n Posted March 9, 2017 Author Share Posted March 9, 2017 Fixed it! I just made a silly mistake and adjusted everything based on a bezier curve, which the game doesn't support, so it looked like my adjustments were being ignored when they were really wrong to begin with :facepalm: Link to comment Share on other sites More sharing options...
dubiousintent Posted March 9, 2017 Share Posted March 9, 2017 Good to know. I'll update the article with that tip so others can avoid that mistake. -Dubious- Link to comment Share on other sites More sharing options...
mindboggles Posted March 13, 2017 Share Posted March 13, 2017 I'm on a break ATM and won't be back at my computer for a week to check but I'm pretty sure I've used bezier controllers in 3DS without any issues. Bezier controllers are just one form of bone / armature controllers that Blender / 3DS use internally and aren't used by the game at all, they dictate the form and type of keys that get written in the .kf . If you are importing vanilla animations to work from you have to be careful since the 3D editors often have a default controller assigned to bones / armatures that doesn't always match the imported animation and can break it. Link to comment Share on other sites More sharing options...
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