Importing/exporting nif/kf files into blender


















Specifically - I'm looking at merging the various parts of the vanilla ship together and I'm stuck on the mast - the furled sales are supposed to swing back and forth, but importing the nif into Blender seems to strip the animation out and I cannot find instructions on this anywhere online.

I don't want to edit the animated parts, just the rest of the nif, to be able to merge it with the other parts of the ship.

Can't you just copy over the nodes controlling animation from the original nif after you create your modified version? If you haven't changed the position of anything animated, or the names and name positions in the string index, it seems like it should be that simple. Otherwise you might have to do some manual editing of the controllers and string index to make everything spiffy again.

I've copied a few animated objects into static-nif mashups, and it really wasn't hard to do, just tedious to make sure all the references were pointing to the right things. The controller can't be mapped to the parent - apparently. If you've been editing meshes in nifskope that's not the same as importing them into Blender and then exporting them again.

Everything relating to the Controller is gone on export, it's wiped out, and the blocks have been reordered. Besides which, as much as I appreciate you attempt to help, this isn't a solution to my problem - how to import, edit, and export a nif whilst maintaining existing animation. I'm going to combine various nifs together at the node level - import three nifs and then reduce the number of niNodes on export.

That will mean the blocks will be completely re-ordered, so I doubt you method would work in that case, unless I've missed what you're suggesting doing completely. I've never had a problem importing animated. Perhaps take a screenshot of your import settings or maybe your process in general and we can look into how you are importing it? Are you selecting Import Animation and providing the path the Keyframe File.

You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Existing user? Sign in anonymously. Luckily it is not difficult to fix this as it affects only one bone Bip01 and working with IPO curves makes it quite easy. To get it follow these steps:. Once you've done this, the animation will move forward.

The length of the animation for how long it plays is measured in frames. The length of the animation in your game Oblivion or Fallout is set in a text file and, if the animation in Blender is longer than what that text file says, when exporting your animation you won't export those extra frames.

To modify the length of the animation in frames when exporting it making it longer or shorter and the sound that will play when playing the animation in game, do the following:. Any changes you make to this animation buffer will be exported together with your animation. You don't have to save the anim file as a txt file.

In this part the basic work is to move the bones of the skeleton in each of the frames of the frames of the animation until you get them in the position you want. It is a laborious task as you have to move the bones one by one and frame by frame. As you already have the skeleton and the weighted body, you can skip the first part of the tutorial and concentrate on the parts where it explains how to move the bones Posing section of the tutorial. You can also modify the animation using the IPO curves we used previously to fix the direction of movement.

Now in your game, you'll see your animation playing instead of the original one. From Nexus Mods Wiki. Jump to: navigation , search.



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