The_Coyote
Emperor
ok, tried to generate an animation in Blender (yes to a certain degree it works), so far it seems to work good, but now there are some problems which i want to be solved before going on.
The animation was created in Blender and exported using the oblivion option in the scripts. Blender version 2.46 and latest nifscipts. Because i was not able to get the oblivion kf to run i manuel copied the NiTransformData in a befor created master kf file, changed the values (start end time, set eventcode) and created a kfm using the kfm editor.
Idle (nothing) and run worked like they should so i tried to complete the animation (now almost all minimum needed kfs are done, beside fading in and out, die fade out and heal) and tested it in game. Beside of HurtA all parts are working, but i don´t get the hurt animation to work (tried also removing all NiTransformData and added only a explosion), when fighting only the strike sequenz is played, followed by the death of one unit. At the moment i have no idea what i could try else to solve the problem.
Another problem, altought i used the frames number given in the flow charts, my animation length differ from the standard one (eg. strike: my = 0.8, standard = 0.7). IIRC Blender uses 25 frames per second, changing this number affect the time. No idea if this could cause problems (i think yes, because some sequences can only have an exact number of frames, but is this the truth).
So any help is appreciated (also what can be done to make the animation better, eg atm the fortify animation works but the movement is too small to be visible in game)
Attached are all files, the blend for the animation, the exported oblivion kf and the latest generated civ kfs (Edit: outdated and removed)
thanks in advance
The animation was created in Blender and exported using the oblivion option in the scripts. Blender version 2.46 and latest nifscipts. Because i was not able to get the oblivion kf to run i manuel copied the NiTransformData in a befor created master kf file, changed the values (start end time, set eventcode) and created a kfm using the kfm editor.
Idle (nothing) and run worked like they should so i tried to complete the animation (now almost all minimum needed kfs are done, beside fading in and out, die fade out and heal) and tested it in game. Beside of HurtA all parts are working, but i don´t get the hurt animation to work (tried also removing all NiTransformData and added only a explosion), when fighting only the strike sequenz is played, followed by the death of one unit. At the moment i have no idea what i could try else to solve the problem.
Another problem, altought i used the frames number given in the flow charts, my animation length differ from the standard one (eg. strike: my = 0.8, standard = 0.7). IIRC Blender uses 25 frames per second, changing this number affect the time. No idea if this could cause problems (i think yes, because some sequences can only have an exact number of frames, but is this the truth).
So any help is appreciated (also what can be done to make the animation better, eg atm the fortify animation works but the movement is too small to be visible in game)
Attached are all files, the blend for the animation, the exported oblivion kf and the latest generated civ kfs (Edit: outdated and removed)
thanks in advance