myuhinny Posted December 29, 2013 Posted December 29, 2013 I donwloaded and installed blender version 2.49b installed python and the PyFFI but for some reason when I go to File, Import, Netimmerse/Gamebyro (.nif.kf.egm) I keep getting a python error. The error I'm getting is File "<string>", line 1 exectfile (r'C:user yada's appdata roaming blender foundation blender blender scripts import import_nif.py' SyntaxError: invalid syntax. Is there something else that I need to get ride of this error maybe I didn't install it right? I updated from blender 2.64.
movomo Posted December 29, 2013 Posted December 29, 2013 Double check if you have Python is 2.x. not 3.x. Even PyFFI there are two different latest versions - one for Python 2k and one for 3k.
Sunwaker Posted December 29, 2013 Posted December 29, 2013 I used python ver 2.6.2and for the PyFFI , i download the file in the pop up when i blender nif script before i have the correct PyFFI insstall.PyFFI-2.1.11.cefd181.win32 works
myuhinny Posted December 29, 2013 Posted December 29, 2013 I installed everything needed I never downloaded the 3.x stuff but it just kept spewing the same crap I even tried the portable one from the nexus with the same result. Then I went through everything if it had the words python blender or puffi it got thrown into the pit of no return and burned. Then tried again downloaded the blender the blender nif script python and puffi but the stupid blender nif script kept spewing out BS it was worse then a virus you need this I already installed that you need you need till you finally downloaded what it was forcing you to download even though you already downloaded it and installed it. Then it spewed shit about python which I already had installed. Then it started spewing shit about the puffi it kept directing me to the page to download it which I did many times finally I downloaded PyFFI-2.1.11.cefd181.win32 by copying and pasting what Sunwaker had posted and downloaded it from a 4-share account and now it works. To me that blender nif script thing acts more like a fing virus then a piece of software. I know one thing for sure I will think long and hard about ever updating it ever again. Thank you for the help!
Myst42 Posted October 17, 2015 Author Posted October 17, 2015 Updated animation tutorial, just letting you guys know, I'll write the part about Inverse Kinematics later, I'm sleepy now. Not sure if I got it right, this was a bit messier to explain... It's not exactly a step by step animation tutorial but more like a guideline to knowing how to make animations and where are the buttons and options people need to know about. Hopefully somebody else can understand it and use it for new mods. I apologize if it doesn't cover everything but I tried to make it so I would dump all my limited (but trickily useful) animation knowledge I bet some of the guys here know a lot more about it than me... but I promised a tutorial and I'm delivering Better late than never they say...
D_ManXX2 Posted October 17, 2015 Posted October 17, 2015 Oblivion has a way of overlapping animations to combine them, for example you can cast a target spell while running, and bone priorities, determine which position is more "important" in that situation. There is a "Null" constraint on the bottom menu which was the priority value written on it for each bone. This is why I advice tweaking animations instead of making them, because you'll need to set "Null" constraints with priority values for each bone you move, you also need to be absolutely sure about what values are you gonna give to what bone and that can get messy. Small tip there are 2 places where you can set bone priorities. one is the script window under animations there should be something called bone priority you just name the number there and it will add bone priorities to each bone in your armature. And the second one is before exporting the animation you can still setup bone priority there. Even if you don't name the bone priority blender will still make the bone priority to 30 for you when exporting when no value are sspecified.
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