[REQ] .KF generator

Post » Thu May 13, 2010 12:57 pm

Does such a thing exist? I need to generate .kf file from .nif file with animations (it's a creature), but I don't know how. I tried to import and export this file via Blender, but animation gone weird. Can anyone help me?
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Alex [AK]
 
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Post » Thu May 13, 2010 5:14 pm

Well there are two things you can do.

If you are just editing an existing creature then you can resave the old creature's .kf and use that for your new one. This works as long as you aren't editing animations (which it sounds like you aren't?)

Otherwise in blender (I just had an issue with this myself). Import just the .nif for the creature. Make sure to hit reset to defaults or "use the force" (whichever one makes the creature appear properly. Then select all the objects and export the .nif and .kf. In the export menu, select "export .nif +xnif +kf" I think this should work...

I can go into more detail if you need it.
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Jason Rice
 
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Post » Thu May 13, 2010 6:22 am

Well there are two things you can do.

If you are just editing an existing creature then you can resave the old creatures .kf and use that for your new one. This works as long as you aren't editing animations (which it sounds like you aren't?)

I'm editing animations, that's the problem... Of course, I can simply edit NiKeyframeControllers of .kf with NifScope, but I thint it'll be waste of time.
Otherwise in blender (I just had an issue with this myself). Import just the .nif for the creature. Make sure to hit reset to defaults or "use the force" (whichever one makes the creature appear properly. Then select all the objects and export the .nif and .kf. I think this should work...

I tried this, but Blender didn't import animation corectly. Somehow it converted quaterion rotations to xyz ones. This looks terrific (creature's head rotates 360 degrees like in old horror film).
I can go into more detail if you need it.

Sure, please.

Sorry for my bad engrish.
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Karl harris
 
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Post » Thu May 13, 2010 1:11 pm

I'm editing animations, that's the problem... Of course, I can simply edit NiKeyframeControllers of .kf with NifScope, but I thint it'll be waste of time.

I tried this, but Blender didn't import animation corectly. Somehow it converted quaterion rotations to xyz ones. This looks terrific (creature's head rotates 360 degrees like in old horror film).

Sure, please.

Sorry for my bad engrish.

Hmmm, I may not be the person to ask if there are new animations involved. I haven't dealt too much with that myself. I know that Dirnae here at the forums has done creature animations, as well as a few others...
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lucy chadwick
 
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Post » Thu May 13, 2010 12:10 pm

Hmmm, I may not be the person to ask if there are new animations involved. I haven't dealt too much with that myself. I know that Dirnae here at the forums has done creature animations, as well as a few others...

Thank you anyway, I'll try to ask proper person.
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cosmo valerga
 
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Post » Thu May 13, 2010 7:26 pm

Hi, Gil!
Have you tried to use new (modified etc.) kf created in Blender with the original creature nif/xnif (I assume you do not change geometry and bone structure)? Often Blender and Max are not able to export nif/xnif correctly but they are doing good job with kf.

:)
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Michelle Smith
 
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Post » Thu May 13, 2010 9:29 am

Hi, Gil!
Have you tried to use new (modified etc.) kf created in Blender with the original creature nif/xnif (I assume you do not change geometry and bone structure)? Often Blender and Max are not able to export nif/xnif correctly but they are doing good job with kf.

Thanks, I tried this, and it worked, but... Now Death animation is playing instead of Idle, WalkForward instead of Death, and other animations messed up too.

Can you tell me, which versions of Blender and NifScripts should I use?
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[ becca ]
 
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Post » Thu May 13, 2010 3:08 pm

Have you tried to edit note track text keys in NifScope? They are in Block Details of NiTextKeyExtraData node (in both .kf and main nif files).
MW creatures are stored in three files, correct: Mycreature.nif (meshes, skeleton, animations; this file is used only in the TESCS); xMycreature.nif (meshes and skeleton; this file is used in the game); and xMycreature.kf (only animation data; it is used in the game). Hence, formally you have to correct only NiTextKeyExtraData in xMycreature.kf. Test only in the game, results in the TESCS will be messed up.

Sorry, I am a Max user. Latest NifScope is OK.

:)
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Michelle davies
 
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Post » Thu May 13, 2010 10:51 am

Have you tried to edit note track text keys in NifScope? They are in Block Details of NiTextKeyExtraData node (in both .kf and main nif files).
MW creatures are stored in three files, correct: Mycreature.nif (meshes, skeleton, animations; this file is used only in the TESCS); xMycreature.nif (meshes and skeleton; this file is used in the game); and xMycreature.kf (only animation data; it is used in the game). Hence, formally you have to correct only NiTextKeyExtraData in xMycreature.kf. Test only in the game, results in the TESCS will be messed up.

Same s-t again, and with other model. Is there any Blender users? Help me please!
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Marcus Jordan
 
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