Absovec Posted May 11, 2020 Share Posted May 11, 2020 I was researching this couple of years ago, and all I found that... it's impossible. I wonder, did anyone managed to find a way how to do it? Or maybe there's some new way to import animations into NV? Link to comment Share on other sites More sharing options...
madmongo Posted May 11, 2020 Share Posted May 11, 2020 (edited) I assume you mean Blender 2.49? I've done it. It's not that difficult. I'm not sure why you found it impossible since how to do it has been known for years. Start here:http://wiki.tesnexus.com/index.php/Creating_character_animations A couple of things that I found that aren't documented on that page: The article makes it seem like it's always best to import an existing animation and then modify that. I found that to be completely unnecessary if you are creating a new animation. If you just want to load up a model and a skeleton and start animating, that works just fine. The other thing is that the GECK seems to have some hidden settings when you define an animation. For example, if you are creating a looping animation and you accidentally use Blender's default tags for looping instead of changing them, the GECK doesn't recognize these tags and the animation will jerk when it loops. If you fix the animation, the game will still have problems. You have to rename the animation, reassign it in the GECK so that whatever hidden variables it keeps get set properly, and then it will work. Because of this, I always name my animations things like test1.kf, test2.kf, etc. and only give them their final names once I have them working properly. I have also found that the nif tools tend to rotate things by 90 degrees. Before starting any animation design, I put the skeleton into the position that I want them to start in and either play that for 15 seconds or loop it. Then I can adjust things like the height and rotation before I do anything else. Combat animations are tricky. You can replace existing animations easily enough, but creating custom animations that only the player character will use is definitely not straightforward. I wanted to give my player character some cool martial arts combat moves and found out that it's not easy to do. I think I figured out how to do it but since I haven't actually tried it yet I don't even know if my basic methodology is sound. But if you just want to play an animation on command, that's easy. Edited to add: I should also add that while most animations seem to import easily into Blender, I have had some animations that either went into an infinite loop of some sort and locked Blender up while importing, and I have had other animations that did not work correctly after importing. Most will import ok though. Edited May 11, 2020 by madmongo Link to comment Share on other sites More sharing options...
Absovec Posted May 12, 2020 Author Share Posted May 12, 2020 (edited) Ok, I composed question wrong, I mean is it possible to import animations to Blender 2.49 from modern versions of Blender (Like 2.8 or 2.79). Or maybe there's some new way to make animation in Blender 2.8 and import it straight to FNV without 2.49 Edited May 12, 2020 by Absovec Link to comment Share on other sites More sharing options...
dubiousintent Posted May 12, 2020 Share Posted May 12, 2020 Added as 'TIP Blender Import Animations' to the "Blender Mesh Editor" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted May 12, 2020 Share Posted May 12, 2020 I don't know if that's possible. I have never seen anyone do it successfully and post here about how they did it. I can tell you that exporting in legacy mode from blender doesn't work. I can also tell you that the nif tools for later versions of blender have all sorts of issues. I have seen post after post about folks who can't even get rigging to export properly. Statics seem to work ok, but little else does. Exporting directly from 2.79 or 2.8 into a kf isn't likely to work. There might be a way to export animations as milkshape from 2.79 and then importing that into 2.49, but I have read conflicting information about whether you can get it to work or not. I know that if you do a straight export/import that it won't work, but I thought I read somewhere that if you rename some things in the resulting animations (sorry, don't recall what) that you might be able to get it to work. Maybe that will give you enough clues to google something that works. Good luck, and if you figure it out let us know, because as far as I know currently there's no way to do it. Link to comment Share on other sites More sharing options...
M48A5 Posted May 12, 2020 Share Posted May 12, 2020 The easiest solution is to use Blender 2.49 and the correct nif plugin. It will import and export without a problem. Best of all, they are both free! Link to comment Share on other sites More sharing options...
Recommended Posts