Edit kf

Post » Fri Apr 08, 2011 3:13 am

I want to edit an idle.kf to make it (almost) dummy - the only thing I managed to do (without making it corrupt) was to set the num of controlled blocks to 0 - that made it dummy alright but I want to be able to edit it a bit. Anyone ?
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Veronica Martinez
 
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Joined: Tue Jun 20, 2006 9:43 am

Post » Thu Apr 07, 2011 6:25 pm

I want to edit an idle.kf to make it (almost) dummy - the only thing I managed to do (without making it corrupt) was to set the num of controlled blocks to 0 - that made it dummy alright but I want to be able to edit it a bit. Anyone ?

Newest Blender, newest Blender NifScript, newest Nifskope, basic understanding of Blender and it's animating functions.
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Kirsty Wood
 
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Post » Thu Apr 07, 2011 9:26 pm

Newest Blender, newest Blender NifScript, newest Nifskope, basic understanding of Blender and it's animating functions.
Thanks - the last one I don't have (the first 2 I can find) - where should I look for a good intro ?
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Steven Nicholson
 
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Post » Fri Apr 08, 2011 9:40 am

Thanks - the last one I don't have (the first 2 I can find) - where should I look for a good intro ?

Umm... I don't really know :D I started "blending" about three weeks ago, and rarely searched for any tutorials. I just like to learn things myself... And now I'm pretty good at animating skeletons, and getting better at making objects too :D

Animating a skeleton begins with you importing http://cs.elderscrolls.com/constwiki/index.php/Creature_Meshes_101 Once you have the skeleton imported, you need to select a bone and go to Pose Mode. Then you go to the first frame, leave it as it is (but selecting first all boned by pressing A and then the I-key to make a keyframe, select the one that fits best to the animation you're planning, which is most likely Rot(ation)). Then just scroll to, let's say, 50th frame, make the adjustments you want to the skeleton, rotate it as you wish, and then do the Keyframe-thingy again (select all bones with A, press I and select the Rot -key). Now if you view your animation, it should automatically move itself according to the two frames; there is no need to manually adjust every frame to make a "move" like in image animations or stopmotion movies). Just repeat the process as you wish.

If this wasn't clear enough, which I suspect it wasn't, go to http://cs.elderscrolls.com/constwiki/index.php/Importing_Animations_from_Blender. Also, even if it was clear enough, you ought to still go there :D
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Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Fri Apr 08, 2011 3:30 am

Umm... I don't really know :D I started "blending" about three weeks ago, and rarely searched for any tutorials. I just like to learn things myself... And now I'm pretty good at animating skeletons, and getting better at making objects too :D

Animating a skeleton begins with you importing http://cs.elderscrolls.com/constwiki/index.php/Creature_Meshes_101 Once you have the skeleton imported, you need to select a bone and go to Pose Mode. Then you go to the first frame, leave it as it is (but selecting first all boned by pressing A and then the I-key to make a keyframe, select the one that fits best to the animation you're planning, which is most likely Rot(ation)). Then just scroll to, let's say, 50th frame, make the adjustments you want to the skeleton, rotate it as you wish, and then do the Keyframe-thingy again (select all bones with A, press I and select the Rot -key). Now if you view your animation, it should automatically move itself according to the two frames; there is no need to manually adjust every frame to make a "move" like in image animations or stopmotion movies). Just repeat the process as you wish.

If this wasn't clear enough, which I suspect it wasn't, go to http://cs.elderscrolls.com/constwiki/index.php/Importing_Animations_from_Blender. Also, even if it was clear enough, you ought to still go there :D

Thanks indeed :tops:
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Harry-James Payne
 
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