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Importing animations into blender 2.49


parzysty

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Posted

So I wanted to import mt_idle.hkx into Blender:

 

1. I turned .hkx into .kf (which gave me bunch of yellow errors:

E:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\actors\character\animations>
hkxcmd exportkf "skeleton.hkx" "anim" "animout"
Non-uniform scaling found while processing 'NPC L Thigh [LThg]'.
Non-uniform scaling found while processing 'NPC L Calf [LClf]'.
Non-uniform scaling found while processing 'NPC L Foot [Lft ]'.
Non-uniform scaling found while processing 'NPC L Forearm [LLar]'.
Non-uniform scaling found while processing 'NPC L Hand [LHnd]'.
Non-uniform scaling found while processing 'NPC L Toe0 [LToe]'.
Non-uniform scaling found while processing 'NPC L ForearmTwist1 [LLt1]'.
Non-uniform scaling found while processing 'NPC L ForearmTwist2 [LLt2]'.
Non-uniform scaling found while processing 'Camera Control'.
Non-uniform scaling found while processing 'NPC R Foot [Rft ]'.
Non-uniform scaling found while processing 'NPC R Toe0 [RToe]'.

Exporting '.\animout\mt_idle.kf'

 

 

2. In Blender I imported skeleton.nif and the .kf file but Blender refuses to work and gives me error in console:

 

Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.11)
Traceback (most recent call last):
  File "D:\NIF\Blender\.blender\scripts\bpymodules\nif_common.py", line 1235, in
 gui_button_event
    self.gui_exit()
  File "D:\NIF\Blender\.blender\scripts\bpymodules\nif_common.py", line 1598, in
 gui_exit
    self.callback(**self.config)
  File "D:\NIF\Blender\.blender\scripts\import\import_nif.py", line 3771, in con
fig_callback
    importer = NifImport(**config)
  File "D:\NIF\Blender\.blender\scripts\import\import_nif.py", line 170, in __in
it__
    data.inspect(niffile)
  File "D:\NIF\Blender\.blender\scripts\bpymodules\pyffi\formats\nif\__init__.py
", line 1286, in inspect
    self.header.read(stream, data=self)
  File "D:\NIF\Blender\.blender\scripts\bpymodules\pyffi\object_models\xml\struc
t_.py", line 354, in read
    attr_value.read(stream, data)
  File "D:\NIF\Blender\.blender\scripts\bpymodules\pyffi\object_models\xml\array
.py", line 300, in read
    elem.read(stream, data)
  File "D:\NIF\Blender\.blender\scripts\bpymodules\pyffi\object_models\common.py
", line 691, in read
    % (length, stream.tell()))
ValueError: string too long (0x00010000 at 0x0000003A)

 

 

Am I supposed to edit .kf files the same way before importing as the .nif files?

Posted

Yes you would change the .kf the same as you would a armor mesh. The skeleton needs BSBoneLod deleted out and changed to 11 and 34 as well.

 

Okay, I managed to import the skeleton with animations, now:

 

1. How can I put two skeletons in Blender since I'm editing a sex animation? Is it enough just to import the second skeleton with anims to the same file?

2. How to give bodies/meshes to my skeletons?

3. There are so many bones on skeletons it's not really comfortable to animate, any way around this?

Posted

You can try just doing that importing two different skeletons with there animations. They should both go into blender position they way they where when they where made. Whether it be with 3d max or blender. For getting body's on to your skeletons you need to import the body into a different blend file then save them some where easy to find. Then once you have your body files open up your skeleton blend and go to file at the top of blender. Scroll down to append link. Then when you do that Blender will probably dump you into your C: location. So just make your way through files unto you hit your desktop. Then find where you put your body blend files. OK! Now that you found your body blend file click on it and you will see a bunch of white file names 

 

Action

Armuture

Brush

Image

Ipo

Object

Scene 

Text

and so on. 

 

Any ways the one you want is Object. When you click on it you should see the name of the body as it is in nif scope along with skeleton.Nif and any thing else that's in there. I think CBBE is named body or some thing like that. Now just click on body and [load library] and Poof! Your body's sitting there. Don't worry if one of the skeletons are far away from the other it'll parent to it either way. Now click on the body and Hold Shift and click on the skeleton. Then Hold Ctrl and hit "P" on your keyboard and "Make Parent To" Armature. Now your body will move with your skeleton.  Also click on "don't create groups".

 

For the third question NO! There is no other way. Actually I do think there are easier ways but I have no Idea about them. But if you get to no blender when animating and moving each bone one by one the animations will turn out much better a personal touch if you will. But Just try screwing around with moving bones. Use "R" to rotate. You can grab the little Red,Blue,Green arrows to move any bone along the X,Y,Z axis. It can be a lot of fun once you get use to it. Also if you move or rotate the spine0 bone lets say all the bones attached to it will move to. Hope this helps.

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