Site Bot Posted January 19, 2009 Share Posted January 19, 2009 Article link: How to make a pose in Fallout3 Tutorial for make a pose with Blender. Required programs: Blender nifscripts for Blender NifSkope to open .nif/.kf files. Fallout mod manager by Timeslip to unpack body meshes and skeleton.nif from .bsa kfupdater by tazpn to update .kf file There's no problem to make pose/animation with latest version of those programs, so just use latest version. And here is simple rigged skeleton with body mesh for Blender. First, load that .blend file or import skeleton.nif and rigging your own.http://thumbnails13.imagebam.com/3852/f4f0cf38516882.gifMake a pose how you want. small tips for rotate bones: R is a shortcut key for rotate, and R -> R is rotate with local coordinates. so it makes bone rotates naturally.The location and rotation of the NonAccum bone is same as character's location and rotation in game.http://thumbnails12.imagebam.com/3852/9b1ef438516884.gifWhen you've done, press I key for insert key to the anim. We usually use LocRot (Location and Rotate) for Fallout 3 posing.http://thumbnails13.imagebam.com/3852/f3d0cc38516887.gifNot necessary, but clear the body mesh parent before export and it makes exporting faster for a .kf file.http://thumbnails3.imagebam.com/3852/96cb9638516889.gifIf you don't want any effect on some bones.(e.g. weapon etc.) Delete it from your pose.http://thumbnails4.imagebam.com/3852/016ab438516890.gifNothing special. It's exporting settings. Choose .kf option for export a kf file.http://thumbnails3.imagebam.com/3852/82c5b138516892.gifNothing special but specialidle.nif. to use a kf file as pose in F3, the name(not a file name, the value of NiControllerSequence.)must be "SpecialIdle" or sometimes "SpecialIdle_XXX". If you are making an idle motion, it must be "Idle"."Cycle_Loop" makes it can be interrupted by any other animation and enable looping.You can edit looping time by Start time and Stop time value. Those times doesn't mean length of the anim.http://thumbnails2.imagebam.com/3852/59414e38516893.gifPlay length setting. Two of the text keys value must be "Start" and "End".http://thumbnails13.imagebam.com/3852/2385cc38516894.gifIn game.http://thumbnails14.imagebam.com/3859/ec0c9738586930.gif This is a way for me to make a pose, so i don't think this is the best way though.It works for me. Thanks for reading. Link to comment Share on other sites More sharing options...
OcularDissonance Posted April 24, 2009 Share Posted April 24, 2009 I seemed to be able to follow to guide pretty well all the way through to the last screenshot, not exactly sure what info to update with or where the pop up window comes from Link to comment Share on other sites More sharing options...
adventchosen Posted April 30, 2009 Share Posted April 30, 2009 I'm using a newer version of Blender (ver. 2.48) and have all of the required conversions downloaded, and all I can do so far is make the body pose. The hands and head, when joined with the mesh torso, removes the ability to pose with the skeleton/mesh, but if you don't merge the meshes the torso will model just fine, so, what gives? I know this method works (because I can almost get it to work already) but I'm just a little lost in translation here. I'll post back when I can get it to work and will include a step-by-step process for anyone else with this problem. Also I'm open for any help : D Link to comment Share on other sites More sharing options...
Backsteppo Posted June 10, 2009 Share Posted June 10, 2009 In japanese. ポーズ用メッシュ+スケルトン.blend。 上のBlendファイルをロードするか、インポートしたskeleton.nifに任意のボディメッシュをリギング(Ctrl+P)する。http://thumbnails13.imagebam.com/3852/f4f0cf38516882.gif適当なポーズを作る。Rで回転させられるけどR->R後X/Y/Zでローカルな座標軸で回転させると変な風に捻じ曲がりにくい。複数のボーンを一度に選択して回転させたりも出来るけどほぼ間違いなく位置もずれるので、その際はAlt+Gで位置をリセットした方が好ましい。角度をリセットするにはAlt+R。二の腕や前腕、手首を捻る際は、ほぼ同じ場所にあるTwist系のボーンも捻ってやると間接の違和感が緩和出来る。身体の角度や高さはNonAccumに依存する。デフォルトだとゲーム内で右に90度捻った形で表示されるので、前もってZ軸を左に90度捻っておく。デフォルトのポーズでのNonAccumの最適な高さは大体6.656くらいで、Bip01の高さより下回るとゲーム内では地面に埋まる。足を曲げた場合はそれに応じて爪先がBip01にかするかかすらないかぐらいにNonAccumの高さを調節する。うつ伏せや仰向け、寝転がったポーズを作る場合は、NonAccumの高さを下げずにポーズを空中で全部作ってからNonAccum、Bip01以外のボーンを選択してBip01の高さまで下げる。身体の一部分がBip01を下回るくらいの高さまでNonAccumを下げてしまうとゲーム中のFootIKと作用して物凄い勢いでガクガクする。FootIKはコンソールで"TFIK"と入力することでトグル可能。Oblivionの時とは違い今回は頭部や眼球で追尾をしないので(NPC除く)、寝転がった時に首が折れるほど曲がることはない。NPCはLookIKが有効になっているのでLook対象の位置によっては首がありえない方向に曲がることもある。FootIK同様LookIKも"TLIK"でトグル可能。http://thumbnails12.imagebam.com/3852/9b1ef438516884.gifポーズを作り終えたらIキーでLocRotを選んでポーズを固定させる。一旦LocRotした後にCtrl+ZをするとLocRotした段階まで戻るので注意。http://thumbnails13.imagebam.com/3852/f3d0cc38516887.gifExportする前にボディメッシュを全部選択してAlt+PでParentを解除しておくとkfファイルのExportはほぼ一瞬で終わる。http://thumbnails3.imagebam.com/3852/96cb9638516889.gif一切影響を与えたくないボーンのキーフレームについてはこの段階で削除しておく。意図的にWeaponの位置を移動させたい場合以外はWeaponボーンのキーを除いておくと武器が身体に埋まったりしなくて済む。http://thumbnails4.imagebam.com/3852/016ab438516890.gifkfを選ぶ。http://thumbnails3.imagebam.com/3852/82c5b138516892.gif保存時にSpecialIdle.kfにしておくとNiControllerSequenceの名前もSpecialIdleになるのでやや楽。アイドルモーションの場合はこの部分をIdleに変えたりする。Cycle_Loopにするとループさせられる上に他のアニメーションでキャンセル出来る。キャンセルさせたくない場合はCycle_Clamp。Start TimeとStop Timeは全体の再生時間じゃなくてループの開始時間と停止時間らしい。もしStop Timeが後述の再生時間やBlenderで設定したコマ数=再生時間を超えているとゲーム内で再生した際にクラッシュする。http://thumbnails2.imagebam.com/3852/59414e38516893.gif再生時間。http://thumbnails13.imagebam.com/3852/2385cc38516894.gif この話は実際にあった内容で英語でいうとチュートリアル。 :ninja: Link to comment Share on other sites More sharing options...
adventchosen Posted June 11, 2009 Share Posted June 11, 2009 This is great! Well done! : ) Link to comment Share on other sites More sharing options...
VirusX70 Posted July 1, 2009 Share Posted July 1, 2009 It took me a few attempts as blender was a tad confusing ...and still is :) but i finally got a pose to work in game. Much rejoice. Thnaks very much, now to try on animations Link to comment Share on other sites More sharing options...
guerrerodelyermo Posted August 22, 2009 Share Posted August 22, 2009 i tried to make one pose but it crashed the game (made an esp plugin but i dont know the right settings, maybe was that) if someone can tell me how to solve this it will be much appreciated. Link to comment Share on other sites More sharing options...
StarMystyk Posted February 11, 2010 Share Posted February 11, 2010 I'm a little more used to the workings of Blender, now :) Just one question, if anyone is still around, where does KF Updater come into it? If it's needed what should be written in the .bat file? Thanks! Link to comment Share on other sites More sharing options...
sadorath Posted May 22, 2010 Share Posted May 22, 2010 Im gunna do this an see how it turns out.. Oh ya wanna post up one on how to do full out animations? Link to comment Share on other sites More sharing options...
Nbgangsta Posted July 31, 2010 Share Posted July 31, 2010 Nice tut! Link to comment Share on other sites More sharing options...
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