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Exporting Oblivion animations to Skyrim using FNIS, 3DSMax and HCT


Teechan

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Posted

Figured I'd post this here for you fine folks in case ya'll would like to get your Oblivion animations into Skyrim.

 


 

 

(C+P'd from my personal channel)

 

My first modding tutorial. Yippee!

http://casualmods.net/Tutorials/ExportAnim.html (Throw this link into Google Translate)

This tutorial features RSV's max scene file that merges both skeletons to make exporting Tes IV animations easily. (Major kudos for releasing them!) The instructions are in Russian, and the instructions once translated can be followed but some folks like having more then one tutorial to reference. So this video will hopefully help make things a little clearer in English. I then show (briefly) how to use FNIS to get the animation in to the game to be called by a script or through console (which if you ask me is a lot easier to call animations then it is in Oblivion, where you have to define each one in the Idle Manager or use menu based mods. ;D)

You should already have Nif Scripts and Havok Content Tools installed (I'm using Max 2010 with HCT 2010.2 ) as well as FNIS.

 

Enjoy!

  • 2 weeks later...
Posted

Is there any chance that this could also be used for Fallout NV? (I haven't watched the video yet, but when I find the time I do want to begin animating for Skyrim a bit...)

Posted

Like using NV .kf's to Skyrim with the kit? No idea. I have no experience with FO/NV but if memory serves me correctly the skeletons from Oblivion to FO are different so there might be incompatibilities. Give it a try. 

Posted

Thanks, I suppose I should just check it out in the first place :P.

 

 

Just curious, as I'm wanting to port over a particular animation or two and if that were possible it would be awesome!

Posted

Hehe, no problem. ;D I'd have checked it myself if I weren't already cursing over facial expression stuff I made (and not working.) ;P

  • 2 weeks later...

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