In Blender, it looks to me like the last frame of the close is exactly like the first frame, with all of the panels up inside of the automat. Could one just remove the last frame, or make its values equal to the second to last frame? Though, I don't see this in Nifskope.
You can do all of that in blender I expect. that is what it is for
Most proper 3d packages do the same [censored]. You just have to know how.
I suppose I could edit the animation for yall. seeing as its gone this far and I haven't actually done anything
, I thought Ez0n3 or someone else could finish the job. I have faith. Plus exporting anims for F3 is a pitta for me. I think I can do this one though. it is worth me knowing a working export process for f3 animated objects......
ok.... took me ten minutes to figure out that I had an empty slot in the nicontrollermanagers sequence list. lol. Caused insta crash action. I was worried for a second! :toughninja:
File http://www.megaupload.com/?d=0OZKXPHN
What I did- I selected everything. made a duplicate key of what was at frame 50 to 51. changed the animation end to be 51 opposed to what it was at 50.
Did the whole stupid animation workaround. imported into the nif. deleted the old close anim. then patched the holes. and it works in game as a door.
edit:
the animation tutorial will only help if you don't know how to export or animate already. me a Ez0n3 have already exported the anim.
there is just an issue with it.. You'll probably run into the same thing!
the last keyframe and the anim length don't line up, that's why it disappears. I suppose that tutorial might clue you in a bit. even I am not sure why there is an extra frame in the animation. It should be 50. but it's 51. and the anim sequence actually ends at 50. but yet there is this weird frame on the end- and I have no idea why! as I explained -I just duplicated the last key, and put it at frame 51 and set the sequence end time at 51. So if you want to run it through doing it your self as a research experience, that was my way of fixing it.