Door animation help

Post » Tue May 17, 2011 6:42 am

Would some kind person mind taking the closing/opening animation from CastleTowerDoor01Anim and applying it to my new door mesh? :)

I imported that mesh into Blender, put another door mesh and texture on it, and then exported it as a nif. (It seems that process stripped off the animations from the door.) I read through some of the animation threads in here, but I'm afraid I'm just not getting it. So rather than banging my head on my computer desk for the next few days... :banghead:

Here's the original animated door - http://www.mediafire.com/file/5xk5bhhr2uhovva/CastleTowerDoor01Anim.NIF
And here's the door that I would like to have animated the same way - http://www.mediafire.com/file/hzzz61d71e6916h/testLRcastledooranim01a.nif

If this is actually easy to do, please explain the process to me and I'll do it myself! Thanks!
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Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Tue May 17, 2011 10:27 am

Would some kind person mind taking the closing/opening animation from CastleTowerDoor01Anim and applying it to my new door mesh? :)

I imported that mesh into Blender, put another door mesh and texture on it, and then exported it as a nif. (It seems that process stripped off the animations from the door.) I read through some of the animation threads in here, but I'm afraid I'm just not getting it. So rather than banging my head on my computer desk for the next few days... :banghead:

Here's the original animated door - http://www.mediafire.com/file/5xk5bhhr2uhovva/CastleTowerDoor01Anim.NIF
And here's the door that I would like to have animated the same way - http://www.mediafire.com/file/hzzz61d71e6916h/testLRcastledooranim01a.nif

If this is actually easy to do, please explain the process to me and I'll do it myself! Thanks!


http://www.megaupload.com/?d=DBRY1O30
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Yama Pi
 
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Joined: Wed Apr 18, 2007 3:51 am

Post » Tue May 17, 2011 12:22 pm

Blender has no support for NiControllerManager anims which any door use. You can only export looping anims on objects or separate kf files, and import is limited.
For your cause the best way would be to use original file as base, delete all unnecessary geometry from there in NifSkope, and copy/paste branches with your new geometry exported from Blender.

edit:
nice, Saiden did it again in shorter time than it took me to write this post... ;]
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Mrs Pooh
 
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Post » Tue May 17, 2011 7:43 am

Excellent! :foodndrink: It works great...Thank you both very much!
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Matt Terry
 
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