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Having Trouble w Importing/Creating Anim Files


jonas66

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I'm trying to make a pose and an outfit piece that is specifically weighted to that individual pose, requiring me to import the pose file itself into Blender, and it's not working, I've looked around and thus far found nothing that will solve my issue.

 

I can't seem to import kf files anymore. I remember doing it back with Oblivion in the past when I was working on weight painting for an outfit. But all of my settings appear to be correct, and every time I try to import the skeleton with the kf file I get "Attribute error: expecting a value between 1 and 300000" Reading the previous, it looks like keyframe reference ending, maybe. Not sure what the script means. I've tried multiple kf files from both Backsteppo's poses and Lostriders, and I get the same issue with all of them. I've got a cleaned skeleton by a modder from FO3, and still no dice.

 

Second: I've also just made my own pose from scratch, but that's not working right either. The pose works in the game, trouble is that it's a lying down pose, but the character is still upright. I can't figure out how to rotate the skeleton right to make the character lay down in game. Fixed this. Case of changing the linked rotate values for one particular base bone.

 

Still a problem with the import, though. If anyone could tell me where I'm going wrong it would be much appreciated.

Edited by jonas66
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The game will only play out idles on the player under very specific conditions. It's not forgiving at all. So your first goal is to overcome that an get the animation to work in the game. That might even require TES/FO3/FNV edit to be able to do things that the GECK won't allow. I'd say for control reasons you would start with a NPC idle in the game. Making that play on the player will take a whole lot of work an 4-6 in-game tests to get right. That said you may never figure out how to get that one to actually work. So after a while just forget an move on, come back later an try again.

 

Using Blender to move the skeleton or trying to load animations into Blender, like you said it doesn't work very well. I'm completely against ever trying it again. It's a real bad joke wasting time there. However, the GECK itself will play out animations in the preview window on a NPC. It does the same thing in NPC form entries, though it can be crashy sometimes. Edit an rig an export it, set it up, put it in the game. Then you either test it in-game or use the preview/NPC form. Though I suggest saving it first. Autodesk might be your answer, but who uses that down here on earth where we have very little money.

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