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#1 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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[Tut] Animate with Blender and Nifscope
The main target of this tutorial is to give a short introduction how custom animation can be created using Blender. For this you must use the newest (atm beta) script, 2.3.12. In this version the export option was activated. What else is needed, basic knowledge about modelling, a model to animate, the Kfm editor and nifscope.
So far i created one custom animation, so there still could be problems, but because the main principle should be same and this option is awaited for a long time, at least by me, i start with this tutorial. But keep in mind it was my first try ever to create an animation and also learned the basics while doing this. The tutorial will cover the following parts, creating a new bone skeleton with nifscope, rigging vertices to the bones in Blender, animating in Blender and the final work in nifskope. Again most information are reused from other tutorials. Thanks goes to the authors of the other tutorials and the niftools team for making the tools and allow us to use them for free. Dl: http://forums.civfanatics.com/downlo...=file&id=10989 Ciao The_Coyote Edit: small additional information, if trying to animate i would recommend to upgrade to Blender 2.48, iirc in this version a set key can be removed easily using "Alt+ i" (only affect selected bones, like when setting a key), makes it a lot easier to change an animation if necessary Edit2: it is necessary at least in the Die sequence to set the position of the nodes in the end frame, if not there can be animation glitches, so if there are problems, check if the last frame has set keys of the armature Edit3: like Deliverator posted, using the IPO curves is a good method to have more control (and let them look more natural) over the animation without setting every keyframe, see the post following #41 of this thread Edit4: some things canīt be done in Blender, but can be achieved using Nifskope and altering the exported kfs there, eg visibility of objects, see for an example Gagonite tutorial about 'Modifying the Visibilty of Weapons ': http://forums.civfanatics.com/showthread.php?t=312613 (more or less the last steps show how to add a controller who changes the boolean value of the visibility controller in the nif) Edit5: Bone Weight copy can be an option to get the basic rigging of an unit quite fast, see: http://forums.civfanatics.com/showthread.php?t=320560 Edit6: particles effects arenīt supported by the export scripts so far (afaik), but they can be useful as attachables (visibility controlled throu a controller, see Edit4) or even to create parts of units or units itself (see Lord Tirian 'Locusts of Chiron' as example: http://forums.civfanatics.com/showthread.php?t=348478) Edit7: i would recommend to set the end frame to "the number of frames the flowchart says + 1", so if you need 15 frames set the end frame to 16, this way your exported kfs have the same time like vanilla animation
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Last edited by The_Coyote; Jan 10, 2010 at 07:22 AM. Reason: corrected delete key shortcut |
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#2 |
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Fallout Scrubber
Join Date: Mar 2006
Location: Poland, EU
Posts: 2,893
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5 Stars! It's always great to see new tutorials that will help people to make new things!
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#3 |
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Prince
Join Date: Jan 2008
Location: Adelaide, Australia
Posts: 576
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OH MY GOD! I've been waiting so long for this. Thankyou Coyote, I am indebted to you (don't take this debt seriously though, coz i don't have much to offer, apart from ideas
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I am an Ideas man A new fighting system. A programmer with a bit of spare time would be great ![]() A new improvement system. A tech idea. I think it's my best idea yet. Dynamic Traits. You KNOW this is a good idea ![]() Check em out
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#4 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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thank you both.
![]() if somebody had read it, Is the tutorial understandable?
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#5 |
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"Admiral"
Join Date: Jul 2005
Location: Canada
Posts: 1,892
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Noticed this on the home page, great work! (I decided saying this was worth the effort to post, and I may decide to post more, now that it seems easier than I thought...)
Edit: Looking good so far, making units might be fun again, and this might just be what I needed to get me motivated, thanks! Edit 2: I was thinking, is it not entirely marvelous how the community has advanced from the start? With Gimp, Blender and Nifskope, you really could make a entire unit from scratch, and all for free.
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World Imperialism Project Last edited by GeneralMatt; Nov 23, 2008 at 06:44 PM. |
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#6 | |||
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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Quote:
![]() Quote:
Quote:
Spoiler:
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#7 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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Leaderheads animation
made my first try to animate a leaderhead testwise using the described method. Wanted to know if my assumption that it could work was correct. Also was only a very reduced one, very simple greeting, accept, reject and one idle (for all 5 states) animation.
But to my own surprise, beside a glitch at the end of a sequence (the picture is shortly complete red [no only the leaderhead, the complete leaderhead window], but perhaps i missed something or my sequence length was out of the allowed limits) the created animations worked. If you wanīt to see it, i attached the files (use this files with all other files from isabelle), my first custom leaderhead animation
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#8 |
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Ugh...
Join Date: Apr 2005
Posts: 4,520
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Great progress there.
The "completely red window" might be a tilted camera - maybe a accidental keyframe to much (or to few ) in the end. It it comes on idle - perhaps because of bad loop ?
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#9 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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yes i think itīs great that it seems to work, there errors you described are possible, was a "quick" made test if the exported kf files work, so far i have no idea if a special animation must have a certain length or not. My knowlewdge about leaderheads is still a bit reduced. Also deleted a lot of nodes to get an easy to animate armature (a standard kf has over 200 entries, my around 50), perhaps i removed something important
It would be good to figure out why the red window happens or not to figure if it was an error by me or an error because of the method.But at least it seems to work, even if i think that the necesarry work will be huge to get an new animation for a leaderhead what i know about leaderhead kf files: eventcode 0: greeting, no loop, around 2 seconds eventcode 1: negative, no loop, around 2 seconds eventcode 2: affirmate, no loop, around 2 seconds eventcode 3: idle_friendly , loop, over 10 seconds eventcode 4: idle_pleased , loop, over 10 seconds eventcode 5: idle_ cautious, loop, over 10 seconds eventcode 6: idle_annoyed, loop, over 10 seconds eventcode 7: idle_furious, loop, over 10 seconds no idea if a certain animation is linked to another (means you have to start from a certain position)
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and be never sure what it will be today ...
Last edited by The_Coyote; Nov 27, 2008 at 01:48 PM. |
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#10 |
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Chieftain
Join Date: Dec 2007
Posts: 25
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I modeled a unit with blender and now I want make it into a .nif to edit it to game. How to do?
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#11 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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try this tutorial http://forums.civfanatics.com/showthread.php?t=167335
i did step after step by my first units, more or less, after making the UV map you must assign the texture and open the export script, select civilization4 and the export the modell. Be aware of a minor "problem" with the newly exported nif, http://forums.civfanatics.com/showthread.php?t=300503, or deselcet create skin partition before exporting. Afterwards you have to copy your exported model in the nif from a unit you want to use as base, more or less described here: http://forums.civfanatics.com/showthread.php?t=279548 than doing the xml and try it in game
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#12 |
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Invictus Panis
Join Date: Aug 2002
Location: San Diego, California
Posts: 4,295
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So I have this great japanese female leader head. I copied atotoztli/boudica into pericles so I can get some cool animations. In nifskope it looks great but as you see in game the animations stretch the chest. How can I fix that or is there a way to change the bone in nifshope?
thx
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My Leaderhead Gallery! 60+ LHs for Civ4 Mare Nostrum: Ancient Med Mod for Civ4Colonization BETA 5 IS OUT (2-June-09)! Not taking Leaderhead requests at this time, seriously pms won't help, but you should try making your own using my guide, see HERE Last edited by Ekmek; Jun 25, 2009 at 12:01 PM. |
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#13 |
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Ugh...
Join Date: Apr 2005
Posts: 4,520
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Different engines might handle very low weights different - there is a threshold when a low VW will get ignored / how many bones may affect one vertex. NifScope might be more generous than the Game - or vice versa - giving you this kind of inconsistent behaviour.
Some vertices on her chest might be affected by too many bones. If so, check if you can skip some out, distributing the weight on really important ones. |
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#14 |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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looks great, beside what refar said:
there is an option to change the position to add the position, scale of some nodes in the armature (something similar to bone transplant, adding a "link node" and eg add this between two nodes, changing the values of this added node are not reset by the kf files and will work in game - at least it does when i did this with units)
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#15 |
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Invictus Panis
Join Date: Aug 2002
Location: San Diego, California
Posts: 4,295
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Thx for the help guys. I think I figured it out! Woohoo!
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My Leaderhead Gallery! 60+ LHs for Civ4 Mare Nostrum: Ancient Med Mod for Civ4Colonization BETA 5 IS OUT (2-June-09)! Not taking Leaderhead requests at this time, seriously pms won't help, but you should try making your own using my guide, see HERE Last edited by Ekmek; Jun 25, 2009 at 12:01 PM. |
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#16 |
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I told you so
Join Date: Feb 2002
Location: Seattle Area, U.S.A.
Posts: 9,879
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OH my.....
I saw this thread and thought it must be old.... then I looked at the date. I think I know what I am going to be doing this winter break. Wait... hasn't nifskope been dead for years... or did it start up somewhere else?
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"Gentlemen, I have had men watching you for a long time and I am convinced that you have used the funds of the bank to speculate in the breadstuffs of the country. When you won, you divided the profits amongst you, and when you lost, you charged it to the bank. You tell me that if I take the deposits from the bank and annul its charter, I shall ruin ten thousand families. That may be true, gentlemen, but that is your sin! Should I let you go on, you will ruin fifty thousand families, and that would be my sin! You are a den of vipers and thieves." -Andrew Jackson |
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#17 | |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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Quote:
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and be never sure what it will be today ...
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#18 | |
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I told you so
Join Date: Feb 2002
Location: Seattle Area, U.S.A.
Posts: 9,879
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Quote:
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"Gentlemen, I have had men watching you for a long time and I am convinced that you have used the funds of the bank to speculate in the breadstuffs of the country. When you won, you divided the profits amongst you, and when you lost, you charged it to the bank. You tell me that if I take the deposits from the bank and annul its charter, I shall ruin ten thousand families. That may be true, gentlemen, but that is your sin! Should I let you go on, you will ruin fifty thousand families, and that would be my sin! You are a den of vipers and thieves." -Andrew Jackson |
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#19 |
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FfHīs art monk(ey)
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So, anyone has been successful on importing an existing animation into blender or even a single pose?
I want to change some strike animation of the warrior and for that I would like to start from fortify... but if I import a nif (even when saved at the first frame while animating in nifskope), I get the normal "davinci man" pose... Being able to start from there and creating new animations with this would be a major step forward!! And, any idea why I cant use rotation on any bones!? thanks for the help guys thanks coyote for the tutorial!
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The Art monk(ey)`s Laboratory: my Unit Library not updated for a longer time now, but: ...teaser of my work in progress Aftermath mod... survive the nightmare Mad Max Fury Road ... post apocalytic warfare. The new Warhammer Fantasy Battles mod finally here, come and test with us.. teaser pic
Last edited by seZereth; Feb 04, 2009 at 02:52 PM. |
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#20 | |
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King
Join Date: Mar 2008
Location: Europe
Posts: 942
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Quote:
Tried to import the warrior strikeA animation: select import nif, select the nif you want to use (should be a clear one and best not the fx, eg warrior.nif), also activate "import animation". Now select under "keyframe file" the animation you want (eg. warrior_md_strikea.kf). And afterwards import. Now you still see the warrior in the standard pose but the armature in an aniamted pose. Itīs because the parent link between mesh and armature was lost. Select the mesh first, after this also select the armature and make parent - armature - name groups. Now the mesh will look damaged, itīs because of the linking (if you try to import the model without animation and make the steps the model will lie on the ground, more or less the same happend here, but with transformed bones). To correct this rotate the mesh 90 degrees anticlockwise and center the pivo (until the armatures fits the model again). After this steps the animation worked in Blender (correct set keyframes) testwise exported the unchanged animation and tested the export in nifscope (was ok there) hope this helps (canīt wait to see the results) late edit: and thanks for "forcing" me to find out that and how it works, i ask me if it also works with leaderheads?
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and be never sure what it will be today ...
Last edited by The_Coyote; Feb 05, 2009 at 02:25 PM. |
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