Mouaiff Posted February 14, 2014 Posted February 14, 2014 I'm new to Blender and I wonder if there is a simple way to visualize (not render) an animated nif just like Nifskope do with a kf embedded in a nif file. I managed to import such file in Blender (meshes+skeleton+animation, everything working in Nifskope), but when I click play animation in the timeline window, nothing happens. Is there something obvious that I've missed ? Thanks in advance.
Mouaiff Posted February 14, 2014 Author Posted February 14, 2014 Nope. When I do that, the timeline is moving and the frame counter is displaying frames, but my character still stands with his arms stretched.
Mouaiff Posted February 14, 2014 Author Posted February 14, 2014 Wait...Even if you fail to import the embedded kf into the scene you're working on there is an option for importing a single kf. Mmm, I guess it'll do.
gerra6 Posted February 14, 2014 Posted February 14, 2014 It's a two part process. First, import the complete body that you will want to animate. Delete the partial armatures that were imported with the body nifs. Next select the body and import the skeleton and the .kf file together. Run the import nif script and ensure that 'import skeleton only and parent selected' is enabled as well as the .kf file that you want to import with the skeleton.
Demonwise Posted February 26, 2014 Posted February 26, 2014 Ok, I'm going to necro this thread! I thought I would ask my question here as it seemed like the discussion was moving along the same thought train. How do I import a nif file with animation? Now before you say anything I have read the posts above this. I will explain what I mean via an example. I am playing Fallout New Vegas now and I want to edit one of the symbiotes that come with the spectrum toys package. The nif file is by itself with no kf files anywhere in sight. I can open it in NifScope and see the animation. Now the problem is that parts of the symbiote don't line up welll with the BNB body I am using, so I want to edit it Blender 2.49. Can I just simply import the animated symbiote nif file and then import the body mesh as a refrence. Make all my changes and then just select the symbiote mesh for export?
Guest tomm434 Posted May 30, 2014 Posted May 30, 2014 I'm going to necro this thread again. Is there a way to change already existing animation? I've got 1)blender, scripts etc 2) body meshes + skeleton from here http://www.nexusmods.com/fallout3/mods/6968/? I need to change useclosedterminalstanding animation. I import all body parts(without checking IMPORT SKELETON ONLY + PARENT SELECTED), then skeleton(not MOD, vanilla skeleton) with checking this opttion and adding KF animation with it. And I got no animaton tab(Pose mode)! I try to press CTRL+TAB as guide says but it doesn't work. Now if I open Blender file I downloaded from NExus and add skeleton wiht animation - for some reason Pose mode appears. But in this case body and imported skeleton are separate. What should I do? ps. I've read guides in tis thread http://www.loverslab.com/topic/17279-so-you-want-to-make-animations-the-pose-animation-blender-and-nifskope-tutorial-compendium/ - Everywhere people say "Step 1 - import body you will work with" withoux explaining how to do it.
Guest Posted May 30, 2014 Posted May 30, 2014 Not much to say about import, just choose the upperbody nif you want and eventually head and hands. In Object mode, remove the skeleton and the meat caps. then, always in Object mode, press A once/twice so you select all the remaining parts, head body hands (they become pink), at this point import the skeleton.nif (vanilla or modded, it's the same) and click "import skeleton only + parent selected", and choose the kf animation on the path below, this should be enough
D_ManXX2 Posted May 31, 2014 Posted May 31, 2014 Why ?? you can import any mesh without the skeleton. i always import skeleton first then the mesh either way should work fine. I import all body parts(without checking IMPORT SKELETON ONLY + PARENT SELECTED), then skeleton(not MOD, vanilla skeleton) with checking this opttion and adding KF animation with it. And I got no animaton tab(Pose mode)! I try to press CTRL+TAB as guide says but it doesn't work. Check your menu where are you currently ?? default blender will put you in moddeling tab you need to be in animation before the ctrl tab will work.
Guest tomm434 Posted May 31, 2014 Posted May 31, 2014 Why ?? you can import any mesh without the skeleton. i always import skeleton first then the mesh either way should work fine. I import all body parts(without checking IMPORT SKELETON ONLY + PARENT SELECTED), then skeleton(not MOD, vanilla skeleton) with checking this opttion and adding KF animation with it. And I got no animaton tab(Pose mode)! I try to press CTRL+TAB as guide says but it doesn't work. Check your menu where are you currently ?? default blender will put you in moddeling tab you need to be in animation before the ctrl tab will work. I don't know what this is all about but when I import skeleton first and then body mesh I get this. And sometimes I get this when I import mesh first.
Guest Posted May 31, 2014 Posted May 31, 2014 it seems animating the mesh skeleton and not the vanilla (or modded) skeleton nif. Did you erase the skeleton from the mesh after importing? did you parent everything?
Guest tomm434 Posted May 31, 2014 Posted May 31, 2014 I extracted skeleton.nif from Falout-meshes.bsa .I erased the skeleton which came with meshes. But I don't know what you mean by "parent" everything(highlight?)
Guest Posted May 31, 2014 Posted May 31, 2014 you must highlight with A all the body parts in Object mode, then you import the skeleton.nif with the option "Import Skeleton Only + parent selected" (and in the meantime you choose the kf file of the animation so that it will be loaded with the skeleton), at this point the highlighted meshes will be parented to the skeleton and will move with it when you play the animation
D_ManXX2 Posted May 31, 2014 Posted May 31, 2014 or just use alt + p with both meshes and skeleton selected to parent the mesh to the skeleton if all else fails. That messed up mesh looks like either wrong options selected when imported or the skeleton is not having the right bone names that could also cause messed up meshes. Try using Astyma maximum compatibility skeleton and import the mesh normally. Or if it still doing it maybe there something wrong with your import scripts ??
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