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Blender Animation - HEEEEELLLLLPPPPP!


madmongo

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 in Blender, select scripts-> object -> set bone priority

where? i know only kfupdater_2_2-496

 

Thanks. is every bone should be chosen that way? Hm...

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@Dubious

 

Most of what I said comes from my experience working with creature animation learned mostly from trial and error, so it's probably not the most definitive information on even that. Some of it though, could be applied to animating on the human skeleton. I can clarify some of your summary.

 

"you want 25 bones selected for a special idle."

 

You want to set the bone priority to 25 most of the time for a special idle. TBH, I doubt that most of the skeletons I've worked with even have 25 bones. In a lot of cases, you'll want to set all the bones in a special idle to 25, but a lot of attack animations, for example use different priorities for different bones.

 

 

"You can't rotate the mesh/skeleton itself. You have to rotate it via the scene_root bone"

 

scene root is the name of the armature, Bip01 is the name of the 'main' bone that MadMongo was likely referring to.

 

 

"After exporting your animation from Blender as a ".kf" file, make sure your "animation text string" in NifSkope is set correctly (e.g. change default Clamp to Cycle_Loop for repetitive movement),"

 

It's listed as Cycle Type in Nifskope. I can verify that setting it to loop will repeat a movement (eg: mtforward) or combat animation (eg: 2haaim), but I can't verify it'll work for a special idle (like one from the idle menu in GECK) in fact, I haven't gotten one of those to loop at all. I'm pretty convinced that it's possible, but the cycle type is likely not the only factor.

 

" Check the start and stop entries in the text file are correct."

 

It's probably easier to just check this on the "Anim" text in Blender before exporting because Nifskope translates it into text keys. MadMongo's format is correct eg:

 

1/Start

44/End

 

 

"Select ".kf" as the only file type when exporting from NifSkope. Do not include saving as ".nif" at the same time.

Basically, click use the NifSkope game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the bsfadenode for animations."

 

This is for exporting from Blender, not nifskope.

 

What you want to watch out for in Nifskope is that when saving, it defaults to .nif. For animations, you need to make sure to choose .kf from the drop down menu.

 

Let me know if I missed anything or wasn't clear enough. While I respect and appreciate what you're doing in making that guide, I'm not the best at explaining stuff like that.

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Don't discount your experience. Every skill I ever learned had an "on the job training" component. There are always lots of things manuals don't cover, and when two modders are discussing an issue, there are often unspoken assumptions based upon common experience. Part of what I attempt is to pick up on those assumptions and get them clarified for those without that common experience.

 

Let's try this again:

* TIP: Animation Exporting.

First be sure to set the "bone priority" in '''Blender'''. To set your bone priorities open up a ''scripts'' window in Blender, select ''scripts | object | set bone priority''. You'll need to have a bone (or all of them in a lot of cases) selected first. (For instance, you'll likely want all the bones in a special idle to be priority 25, but a lot of attack animations (as another example) use different priorities for different bones.)
The 90° rotation happens when you import a skeleton and/or animation into '''Blender'''. One of it's quirks. It's fixable. You can't rotate the mesh/skeleton itself. You have to rotate it via the armature/skeleton ''scene_root'' or it won't actually rotate even though it appears rotated in '''Blender'''. The ''Bip01'' bone handles horizontal movement. You can't rotate by using the actual rigging bones though.
If you need to jump or something in an animation, use ''Bip01 Non Accum''. It controls vertical movement like ''Bip01'' controls the horizontal.
Carefully check the "start" and "stop" entries for the animation type (e.g. "1/Start" and "44/End" instead of "idle_start" and "idle_end") on the "Anim" text are correct before exporting because '''NifSkope''' translates it into text keys.
You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. Basically, click use the '''Blender''' game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the ''bsfadenode'' for animations.
After exporting your animation from '''Blender''' as a ".kf" file, make sure your "animation text string" in '''NifSkope''' is set correctly (e.g. change the ''Cycle_Type'' default "Clamp" to "Loop" for repetitive movement (e.g. "mtforward") or combat animation (e.g. "2haaim"), and change the group name (the string at the top where you do so to match (e.g. from "clamp" to "loop"). Select ".kf" as the only file type when exporting from '''NifSkope'''. Do not include saving as ".nif" at the same time. It defaults to ".nif", so for animations you need to be sure to choose ".kf" from the drop down menu list of choices.

 

-Dubious-

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"You have to rotate it via the armature/skeleton ''scene_root'' or it won't actually rotate even though it appears rotated in '''Blender'''. "

 

You need to rotate Bip01. The armature is all the bones together and is named scene root. The skeleton is the armature and the collision together. Moving Bip01 in any way except up and down (which again, is handled by Bip01 Non Accum) will move all other bones with it.

 

" You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. "

 

This is true, but almost a different topic altogether. I would move it to the beginning or end or as another topic and make sure to link to Pixelhate's Material and Texture Animation Tutorial which should pretty much be considered the authority on that topic.

 

 

"and change the group name (the string at the top where you do so to match (e.g. from "clamp" to "loop"). "

 

The group name usually is exported from Blender as the file name (eg mtforward or 2haaim) and needs to be changed to a name the game will recognize (eg Forward or Aim). As far as I can tell, you can add on to the end of this for a special idle (eg SpecialIdle_Bark)

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Those are good points. Next try:

 

You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. Basically, click to use the '''Blender''' game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the ''bsfadenode'' for animations. See the Material and Texture Animations in NifSkope - Tutorial by '''Pixelhate''', which should pretty much be considered the authority on the subject
First be sure to set the "bone priority" in '''Blender'''. To set your bone priorities open up a ''scripts'' window in '''Blender''', select ''scripts | object | set bone priority''. You'll need to have a bone (or all of them in a lot of cases) selected first. (For instance, you'll likely want all the bones in a special idle to be priority 25, but a lot of attack animations (as another example) use different priorities for different bones.)
The 90° rotation happens when you import a skeleton and/or animation into '''Blender'''. One of it's quirks. It's fixable. You can't rotate the mesh/skeleton itself. The "armature" is all the bones together and is named the ''scene_root''. The armature and collision together are called the "skeleton" and it won't actually rotate even though it appears rotated in '''Blender'''. Moving the ''Bip01'' bone in any way except up and down will move all other bones with it.
If you need to jump or move something up or down in an animation, use ''Bip01 Non Accum''. It controls vertical movement like ''Bip01'' controls the horizontal.
Carefully check the "start" and "stop" entries for the animation type (e.g. "1/Start" and "44/End" instead of "idle_start" and "idle_end") on the "Anim" text are correct before exporting because '''NifSkope''' translates it into text keys.
After exporting your animation from '''Blender''' as a ".kf" file, make sure your "animation text string" in '''NifSkope''' is set correctly (e.g. change the ''Cycle_Type'' default "Clamp" to "Loop" for repetitive movement (e.g. "mtforward") or combat animation (e.g. "2haaim"), and change the group name (the string at the top) where you do so to match (e.g. from "Clamp" to "Loop"). The "group name" is usually exported from '''Blender''' as the filename, e.g. "mtforward" or "2haaim", and needs to be changed to a name the game will recognize, such as "Forward" or "Aim". Apparently you can add on to the end of this "group name" for a special idle (e.g. SpecialIdle_Bark).
Select ".kf" as the only file type when exporting from '''NifSkope'''. Do not include saving as ".nif" at the same time. It defaults to ".nif", so for animations you need to be sure to choose ".kf" from the drop down menu list of choices.

-Dubious-

Edited by dubiousintent
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I'd be pretty confident going with this:

 

 

You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. See the Material and Texture Animations in NifSkope - Tutorial by '''Pixelhate''', which should pretty much be considered the authority on the subject

 

 

First be sure to set the "bone priority" in '''Blender'''. To set your bone priorities open up a ''scripts'' window in '''Blender''', select ''scripts | object | set bone priority''. You'll need to have a bone (or all of them in a lot of cases) selected first. (For instance, you'll likely want all the bones in a special idle to be priority 25, but a lot of attack animations (as another example) use different priorities for different bones.)

The 90ð rotation happens when you import a skeleton and/or animation into '''Blender'''. One of it's quirks. It's fixable. You can't rotate the rigging bones themselves to make the actor turn in game. The "armature" is all the bones together and is named the ''scene_root''. The armature and collision together are called the "skeleton" and it won't actually rotate in game even though it appears rotated in '''Blender'''. Moving the ''Bip01'' bone in any way except up and down will move all other bones with it, this includes rotation.

If you need to jump or move something up or down in an animation, use ''Bip01 Non Accum''. It controls vertical movement like ''Bip01'' controls the horizontal.

Carefully check the "start" and "stop" entries for the animation (e.g. "1/Start" and "44/End" instead of "idle_start" and "idle_end") on the "Anim" text are correct before exporting because '''NifSkope''' translates it into text keys.

 

To export an animation from Blender, Basically, click to use the '''Blender''' game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the ''bsfadenode'' for animations.

 

After exporting your animation from '''Blender''' as a ".kf" file, make sure your "animation text string" in '''NifSkope''' is set correctly (e.g. change the ''Cycle_Type'' default "Clamp" to "Loop" for repetitive movement (e.g. "mtforward") or combat animation (e.g. "2haaim"), and change the group name (the string at the top). The "group name" is usually exported from '''Blender''' as the filename, e.g. "mtforward" or "2haaim", and needs to be changed to a name the game will recognize, such as "Forward" or "Aim". Apparently you can add on to the end of this "group name" for a special idle (e.g. SpecialIdle_Bark).

When saving the file in Nifskope, it defaults to ".nif", so for animations you need to be sure to choose ".kf" from the drop down menu list of choices.

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I'm not sure you actually need to set the bone priority. It wasn't in some of the tutorials I looked at, and I tried it with and without and it didn't seem to make any difference. My animations worked fine either way.

I can't be 100% certain on the human skeleton, but I can confirm that having it set incorrectly on creature attack animations at least has caused things to not work as intended.

 

There's also a (very big) chance that if you were modifying an existing animation, the bone priorities would have already been set. All in all though, I would say that it's better to take a minute to do it and not risk having your animation canceling out (or being canceled out by) another animation that's not meant to work that way.

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