Getting an Animated Static from Blender to In-Game - how?

Post » Sat Oct 15, 2011 4:04 pm

Ok guys I originally posted this up here on the tesnexus and haven't gotten any help really :/
http://www.thenexusforums.com/index.php?/topic/444848-getting-a-simple-rotation-animation-from-blender-to-game/page__gopid__3688070#entry3688070

Basically I want 2 spheres, one using the refract texture and another just using a semi-transparent blue texture (the seafoam one) and acting as an emitter mesh. The latter sits inside of the former.

These 2 spheres will rotate on different axes and also shrink and grow creating a pulsing effect.

Basically what I want this nif to do is to be a "barrier" around a building that is placed there by "divine will" until the player character completes a certain stage of a certain quest I am making. It'd be easy enough to disable the entire nif as a static in the quest's scripts so I tried to to that. But first I needed to make everything before I went ahead with my quest.

I've done a lot of 2D animation for school so I was able to figure out Blender 2.49b's timeline out pretty easily. I also created the meshes more or less how I wanted them. When I went to export the nif everything went well and I opened up TESCS and dropped it into the game as a static (many statics are actually animated in Vanilla and the DLC).

However, when I load up the game it isn't animating... at all. I then re-exported the nif as geometry alone, and the animation seperate as forward.kf. I used nifskope's "attach kf" utility so it created the proper ni-blocks for an activator nif. I then created the activator this time instead of the static and added a script so that on gamemode it would playgroup forward 1.

I load up the game and... no animation.

I then tried re-exporting it again as a normal animated static nif and still no dice.

I don't know what I'm doing wrong. Has anyone had any experience with creating animated statics? Things like waterfalls that just play their animation forever?
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Jennie Skeletons
 
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