The_Coyote
Emperor
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/downloads.php?do=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 can´t 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 aren´t 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
Edit8: SaibotLieh tutorial "How to modify existing animations using Blender and NifSkope": http://forums.civfanatics.com/showthread.php?t=435755
Edit9: Importing original animation sometimes need addtional steps (watch your last frame): http://forums.civfanatics.com/showthread.php?t=497028
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/downloads.php?do=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 can´t 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 aren´t 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
Edit8: SaibotLieh tutorial "How to modify existing animations using Blender and NifSkope": http://forums.civfanatics.com/showthread.php?t=435755
Edit9: Importing original animation sometimes need addtional steps (watch your last frame): http://forums.civfanatics.com/showthread.php?t=497028