SodaMazing Posted April 24, 2017 Share Posted April 24, 2017 All i am trying to do is a simple animation mod, I imported the skeleton and the weapon in question, however i cannot import a .kf file of any kind, I've checked the User Preferences, and nothing came up, i tried dragging and dropping, still nothing.At this point, I've done literally everything; Googling the issue, downloading old versions, importing different models, restarted my computer, performed rituals, etc. And nothing allows me to import a kf file into Blender.Is there something i am doing wrong? Please tell me all the requisites for importing kf files into Blender, and tell me step-by-step as to what i would need to do to perform this extremely simple procedure. Link to comment Share on other sites More sharing options...
uhmattbravo Posted April 24, 2017 Share Posted April 24, 2017 (edited) It can't be imported by itself. Import the skeleton, but also choose the .kf in the field for it on the import options. Edited April 24, 2017 by uhmattbravo Link to comment Share on other sites More sharing options...
madmongo Posted April 24, 2017 Share Posted April 24, 2017 I don't think you can import a kf file by itself. As uhmattbravo said, import the nif with the skeleton and import the kf file with it. When you select the file name to import and get to the screen that has the nif import options, there's a field called Keyframe File. Select your kf file there. Note that this field is "sticky". The next time you import a nif it will remember that you put in a kf file the last time and it will still be there. So the next time you import a nif, make sure to clear it out so you don't accidentally get your kf with that nif too. There are more details here.http://wiki.tesnexus.com/index.php/Creating_character_animations There is a section in that page that says the animation gets imported sideways due to a bug in the nif scripts. I have no idea if that still applies or not. I've gotten as far as importing a kf and playing through its animation, and that's it. I have no idea if the animation was facing the right way or not. And that is literally as far as I have gotten with animation, so I can't help you any further than that. Link to comment Share on other sites More sharing options...
SodaMazing Posted April 24, 2017 Author Share Posted April 24, 2017 I don't think you can import a kf file by itself. As uhmattbravo said, import the nif with the skeleton and import the kf file with it. When you select the file name to import and get to the screen that has the nif import options, there's a field called Keyframe File. Select your kf file there. Note that this field is "sticky". The next time you import a nif it will remember that you put in a kf file the last time and it will still be there. So the next time you import a nif, make sure to clear it out so you don't accidentally get your kf with that nif too. There are more details here.http://wiki.tesnexus.com/index.php/Creating_character_animations There is a section in that page that says the animation gets imported sideways due to a bug in the nif scripts. I have no idea if that still applies or not. I've gotten as far as importing a kf and playing through its animation, and that's it. I have no idea if the animation was facing the right way or not. And that is literally as far as I have gotten with animation, so I can't help you any further than that.Thank you very much, i appreciate it. Link to comment Share on other sites More sharing options...
Azaghal123 Posted September 11, 2019 Share Posted September 11, 2019 (edited) Check this vídeo: https://www.nexusmod...im/videos/11200 It´s a complete tutorial that show how to make an animation for Skyrim with Blender. Edited September 11, 2019 by Azaghal123 Link to comment Share on other sites More sharing options...
madmongo Posted September 11, 2019 Share Posted September 11, 2019 Check this vídeo: https://www.nexusmod...im/videos/11200 It´s a complete tutorial that show how to make an animation for Skyrim with Blender. The video has no sound whatsoever. When the video wants to explain something, they just point the mouse at something, highlight some words in a text file, or show a web page. Not the best tutorial I've seen. The video is also specific to Skyrim. It does not show how to export for Fallout New Vegas. It is also using a later version of Blender, and I don't know how well that version of Blender works with kf files for FNV. I do know that the later version of Blender does a horrible job with nifs. It's usable for static nifs but that's about it. I would be very surprised if later versions of Blender can make usable kf files for FNV. Blender 2.49b works, though it does have some issues with things often getting rotated by 90 degrees. Animations are very poorly documented. I managed to muddle through it and figure it out, but I never found a good tutorial for it. It would be nice if someone were to create one. I wish I had the time to create one myself, but I doubt that's going to happen any time soon. Link to comment Share on other sites More sharing options...
russianman22 Posted January 15, 2021 Share Posted January 15, 2021 Alright, now how do i do this for fallout new vegas? Link to comment Share on other sites More sharing options...
madmongo Posted January 15, 2021 Share Posted January 15, 2021 As I said in my last post in this thread (in 2019) I did manage to figure it out, but I never did find a good tutorial anywhere. The wiki page here has the best information available that I have found:http://wiki.tesnexus.com/index.php/Creating_character_animations From here, unfortunately, it's a lot of experimentation to figure out what works and what doesn't. There are a lot of hidden gotchas that aren't documented anywhere. For example, the GECK seems to store hidden info about the animation that you cannot edit. It reads this info in from the animation when you assign the kf in the GECK. So if you have something wrong in the animation, like for example you are using Blender's default looping tags instead of the ones that the GECK wants, that info is hidden in the GECK so even if you fix it in the kf it won't fix it in your mod. What I typically do to get around this is I keep changing the name of my kf so that the GECK constantly thinks I am assigning a different kf, which forces it to read in whatever this hidden info is each time I change the animation. So for example I'll make MyAnimation1.kf then MyAnimation2.kf etc until I get the animation working the way I want, then I change it to the final name that I want like MyAnimation.kf. Other than that, my only advice is to just muddle through it and figure out what works and doesn't work for you. If you manage to find any good documentation or tutorials, let us know, because I haven't found any and I don't have the time to document what I have figured out. Link to comment Share on other sites More sharing options...
OmgJustDownLoadFile Posted March 20, 2022 Share Posted March 20, 2022 (edited) How to fix messed up mesh after applying .kf anims? Edited March 20, 2022 by OmgJustDownLoadFile Link to comment Share on other sites More sharing options...
jitkinge Posted October 28, 2022 Share Posted October 28, 2022 How to fix messed up mesh after applying .kf anims?yep same here, after import all messed up...find a fix? miss a setting on import? Link to comment Share on other sites More sharing options...
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