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Importing KF animations into Blender with NifTools Nightmare.


DarrighsonFord

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I've recently been importing animation files into Blender with NifTools, to export a character model (With animations) to a different format for use in another project of mine, yet whenever I import the animations to the rig, the animation is completely broken and manipulates the model incorrectly, anyone mind providing any help?

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You have to import .kf files attached as a keyframe file to the skeleton.nif, or a similar nif file that has the skeleton in tact. The way the skeleton, and how the animations expect the skeleton to be, set up is that a certain bone is connected to and influences the movement of subsequent bones.

 

Most outfits and creature models in New Vegas have their "skin flattened", at least I think that is the term for it. That basically means that everything that is exported, including the skeleton are just loose nodes that won't properly work with any animation files.

Edited by clanky4
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You have to import .kf files attached as a keyframe file to the skeleton.nif, or a similar nif file that has the skeleton in tact. The way the skeleton, and how the animations expect the skeleton to be, set up is that a certain bone is connected to and influences the movement of subsequent bones.

 

Most outfits and creature models in New Vegas have their "skin flattened", at least I think that is the term for it. That basically means that everything that is exported, including the skeleton are just loose nodes that won't properly work with any animation files.

I've checked the skeleton itself in NifSkope, the animations and the model so many times over, it always works fine in NifSkope, but Blender doesn't provide any options to change how the animation is imported when selecting it for the rig.

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You are using the recommended version of blender? 2.49b and followed installation instructions for the niftools?

 

http://niftools.sourceforge.net/wiki/Blender

 

I know there is also a prepackaged version of blender with the niftools. I can't speak to how it works since I haven't used it:

 

https://www.nexusmods.com/oblivion/mods/12248

 

Here are the import settings I usually use to import a skeleton.nif with a .kf file attached to it, they should be the default settings outside of Keyframe file.

 

 

 

generalnord.jpg

 

 

 

 

If that still doesn't work you can send me the .kf, I'll see if I can get it imported into blender.

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You are using the recommended version of blender? 2.49b and followed installation instructions for the niftools?

 

http://niftools.sourceforge.net/wiki/Blender

 

I know there is also a prepackaged version of blender with the niftools. I can't speak to how it works since I haven't used it:

 

https://www.nexusmods.com/oblivion/mods/12248

 

Here are the import settings I usually use to import a skeleton.nif with a .kf file attached to it, they should be the default settings outside of Keyframe file.

 

 

 

generalnord.jpg

 

 

 

 

If that still doesn't work you can send me the .kf, I'll see if I can get it imported into blender.

So I'm guessing my issue is that I'm using Blender's latest version with the plugin?

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I've heard that there are some niftools that function with later versions of blender. But, from what I understand, the Blender 2.49b niftools are the most functional right now:

 

http://niftools.sourceforge.net/wiki/Blender

So if I want to get an animation to function correctly on the model, I'll have to downgrade to 2.49b and see if anything changes?

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Yeah, you'll have to use blender 2.49b to import/export new vegas nif/kf files. Be sure to follow the installation instructions in the correct order, it won't work properly if you don't.

 

Also, should be able to have multiple versions of blender installed at once. I have several for all the different versions that different games modding tools have required.

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