McMutton Posted November 21, 2017 Share Posted November 21, 2017 Yo guys! I've recently stumbled upon Anton's Blender tools, and was just giddy at the prospect of actually being able to make some animations for Skyrim! And I was quite successful. With a single idle animation. I moved on to a walking animation, only to discover that the process that was so easy for an idle isn't up to snuff for a movement animation. Annotations for audio events and stuff? Extracted motion for actual movement? What sorcery is this? Is Blender capable of doing that stuff? It IS something you'd have to do for movement animations, right? Link to comment Share on other sites More sharing options...
McMutton Posted November 21, 2017 Author Share Posted November 21, 2017 (edited) I'm also running into another issue: The movement animations aren't being replaced at all. They aren't even playing incorrectly, like in the base T-pose. It's just using the vanilla animations, instead. Do you think its because they lack some sort of hard-coded requirement for a movement animation? They actually play correctly as an idle- albeit lacking movement, so that seems likely. Edited November 21, 2017 by McMutton Link to comment Share on other sites More sharing options...
McMutton Posted November 21, 2017 Author Share Posted November 21, 2017 (edited) Well that's awkward. Turns out I just needed to duplicate the walk animation as 2HW_WalkArmBlend- the vanilla blending must've appeared to override my new animations. Huzzah! Now some new stuff crops up, though: 1: When moving forward, the character's legs are going at an odd angle. Could it be related to the IPO curve thing mentioned in Oblivion animation tutorials?2: The character's actual legs aren't using my own animation, as far as I can tell. Is it blending with the non-combat moving animations? If so, is there any way to get it to use my own leg animations, or would that require altering the normal walk? Edited November 21, 2017 by McMutton Link to comment Share on other sites More sharing options...
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