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gerra6

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About gerra6

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  • Birthday 01/01/1971

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  1. I started thinking about this tool the other day. I haven't been back here in years, but it always bothered me that I never finished my conversion tools. if *and this is a big if* I can muster the inspiration, I'm going to try and start working on this beast again.
  2. View File Pose Converter Beta 0.73 This is the big update I've been promising. Pose Converter is a suite of Blender tools designed to simplify and automate many animation related tasks. The latest update simplifies and streamlines the process of converting animations from one game or armature to another. At things currently stand, if you can port an animation and its armature into Blender, you can port it to any other armature with a vaguely similar structure. Features: 1. Automated compensation for differences in bone bind orientation: This radically simplifies the proce
  3. Why not just use From and To selections that include an upper body, lower body, feet, and hands? They don't need to be part of the same nif. Just select multiple nifs in both the From and To selection screens. Hard to say. I'd probably need to see the nifs to know what's going on.
  4. Well, it might be possible to fix it in Nifskope. No idea if Nifskope will be able to load and process it or not with that particular error. Yep. I need to do some work to improve the pose conversions for wrist and ankle seams in Pose Converter.
  5. There are two versions, the scripts only version and the portable version. In the scripts only version (requires a functional python 3.x and pyffi install), look for convert_pose.py In the portable version (stand-alone and self-contained), look for Convert Pose.bat
  6. The window should be re-sizeable. Drag the corners of the window to make it bigger. I'll add scrollbars in a future update.
  7. Probably not. That basically means that the mesh is crashing Pyffi. Since my framework relies on Pyffi to parse the nif file, there's not much it can do if Pyffi can't even deal with it. Note: you shouldn't need to worry about screen capturing the errors. They should show up in the log file in the save folder.
  8. I've added you to the dev test thread for the next version of Seam Mender. Please test the 0.91.a dev version and see if the problem continues to occur. Thanks.
  9. Nah. Nothing so fancy as that. Basically it just gives a bunch of options to generate a motion and then adds the appropriate keyframes. If I ever revisit it, I'll add an automated option that determines the movement automatically.
  10. Those are options for Oblivion, Fallout, or Skyrim armatures to add BB motion to the bewbs and de buttz.
  11. It looks like the kgtools package is missing some resource files. Here they are. That should restore some of the pose converter functionality. scripts.7z
  12. Honestly, that's just vastly more frames with keyframes than I anticipated when I designed the tool. I *think* there's an option to simply have the tool import all of the frames rather than to select them individually. If so, then enabling that option should cause the tool to not list the frames, which is causing the problem you are seeing here.
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