jonas66 Posted May 15, 2013 Share Posted May 15, 2013 I'm trying my hand at making a number of new poses, because I'm starting a new comic and want to have the freedom to get the exact posing that I want. I did this successfully with one pose a few months ago, but I can't seem to replicate the success now. I've followed Backsteppo and C-3445's articles on pose creations to a hilt. http://wiki.tesnexus.com/index.php/Blender_create_and_add_custom_poseshttp://wiki.tesnexus.com/index.php/Blender_make_a_pose_for_Fallout_3 Trouble is that when I go activate it in-game, my character just vanishes for the duration of the pose. On a few occasions he pops back into view in the T-pose and floats through the floor. I'm not sure what I'm missing here. I've compared my kf files in nifskope to the working kf files from Few Poses, Backsteppo, Sari-D, etc., and I don't see any differences in values that should matter (or are even consistent between the other working poses). Does anybody have an idea as to what's going on here? Link to comment Share on other sites More sharing options...
Nimboss Posted May 16, 2013 Share Posted May 16, 2013 A humble idea to find out at least a clue... Open up one of these other working poses that you used as a proof of concept and make a subtle change or just save with the tools you use to port it into game and test: 1. Do they still work? Oki, then there must be something subtle difference with your own creation that fails when exported to .kf 2. Get also crazy when using in game? Well, you have to start a boring task to find out what in your workflow and/or tools makes this happen... Now at least you got a starting point that can be more direct Link to comment Share on other sites More sharing options...
jonas66 Posted May 17, 2013 Author Share Posted May 17, 2013 Actually, I got help from a friend. Strangely, I've had some problems importing fallout kf files into Blender at all. I can only export. But the fix wound up being deleting the initial keyframe from Backsteppo's rigged package (linked through his tutorial), then posing the skeleton, then going through the export process. But working now. Link to comment Share on other sites More sharing options...
Nimboss Posted May 17, 2013 Share Posted May 17, 2013 Great! I succeded in inporting a vanilla .kf and export it after clumpsy additions to make Red Lucy even more inviting ( I sucks at animation) so it looked just comic instead. What I recall it was picky into what order you selected and deselected .NIF import buttons in Blender when importing. If you in future want to know that part let me know and I try to create a howto. If I got it done one time it must be possible to replicate. Link to comment Share on other sites More sharing options...
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