Editing a Mudcrab with Blender (need help)

Post » Fri May 27, 2011 10:54 pm

I'm editing a Mudcrab, but I'm quite new to blender and experience some problems...

I start by opening Blender.
Then delete that square witch always appear.
Then import the file.
Then use the sculpt tool to edit it.
Then check out the anim by selecting view, anim.
Then export it as a nif naming it Bonecrab and placing it in meshes, R.
Then load it as an activator in the cs.
Then get annoyed as the cs crashes.
Then reload the mesh in blender.
Animation gone.
Then click Recover last session.
Thankfully animation is still there.

Could anyone tell me where/what my problem(s) are, and how to fix 'em.

Managed to fix every problem but the worst one... cs still crash when its being placed...
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Claire Mclaughlin
 
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Post » Sat May 28, 2011 5:35 am

Found out its whenever I make anything with an Importet nif... Load it in the cs... it crashes...
Can someone please help me!?..
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Kira! :)))
 
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Post » Sat May 28, 2011 7:18 am

Just shooting in the dark. I'm just starting with Blender and probably know less than you, but you don't mention a .kif file. As I understand it, with an animated object you need a .kif as well as a .nif file. Also, have you opened it in nifskope to see if it looks OK there? Maybe compare the structure of the .nif and .kif files to an unmodified mudcrab. That's all I can think of, sorry.
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Stacey Mason
 
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Post » Fri May 27, 2011 11:20 pm

Just shooting in the dark. I'm just starting with Blender and probably know less than you, but you don't mention a .kif file. As I understand it, with an animated object you need a .kif as well as a .nif file. Also, have you opened it in nifskope to see if it looks OK there? Maybe compare the structure of the .nif and .kif files to an unmodified mudcrab. That's all I can think of, sorry.


The kf file is the one holding anim info.... I've set Blender to automatickly make one... in nifskope things look fine... I've even tried modifying the file and then saving it... but the cs still crash whenever I load it...
even unanimated weapons made using a bethesda weapon mesh modified in blender makes the cs crash whenever I load it...
and also you can't load bare kf files in Blender... and nope... I'm probably more new to it than you... got blender just after x-mas...
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Angus Poole
 
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Post » Sat May 28, 2011 2:01 am

Yeah, .kf files - shows how little I know. Animation is one thing I haven't got into yet. But if the crash is happening with all models. it sounds like it's something more fundamental. I would search for tutorials and threads on exporting from Blender to Morrowind, if you haven't already. Sorry I can't be of more help, I'm not quite at the stage of exporting things.
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leigh stewart
 
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Post » Sat May 28, 2011 10:39 am

Found out what was wrong: The sculpt mode just doesn't apear to work right... oh well... I'll just use the editmode... from now on... can a moderator please close this...
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Bones47
 
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