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| Topic Started: Feb 15 2014, 07:38 AM (241,693 Views) | |
| HENDRIX | Apr 19 2014, 05:44 AM Post #136 |
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Well, you can only do it by importing it into blender and then exporting it again. If you can import the animations and the skeleton has a structure like in ZT2 (with a Bip01 & Bip01 NonAccum node), you can directly export all the stuff as a nif & many BF files. ![]() Anyway:
It tends not to import the global movements for original animals, but when I import BFs I created it works very well. But all the action is there, so if you want to edit an anim, you just have to restore the Bip01 poses. Fixed :p Download Edited by HENDRIX, Apr 19 2014, 08:23 AM.
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| samuel | Apr 19 2014, 07:52 AM Post #137 |
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I not worked for me
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| HENDRIX | Apr 19 2014, 08:21 AM Post #138 |
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Well, what did you do?
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| HENDRIX | Apr 19 2014, 09:47 AM Post #139 |
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I just imported the complete Californian sea lion animation set, which took 342 seconds for 259 anims. So it's much slower than the export (exporting these 259 anims took only 14 seconds!), but that's because I had to use pyffi and the original nifscripts, and in general the process of adding keyframes in blender is slower than reading them. But everything seems to work, I didn't find any anim with distortions.
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| samuel | Apr 19 2014, 10:48 AM Post #140 |
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put the animations I want to Import in C:/BF import, then start blender, import the nif animal that has animations that I want (in this case his jay) and I get python script error: check console on the console is seen this
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| Rappy | Apr 19 2014, 01:04 PM Post #141 |
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I'm not a designer, but I'd like to thank you for all of your work on these export and import projects nonetheless. I'm sure they'll be a great help to the ZT2 designer community from now on! |
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| HENDRIX | Apr 19 2014, 02:49 PM Post #142 |
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Hmm, strange. I never got that bug. Please redownload, I developed a better method for accessing the skeleton.
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| samuel | Apr 19 2014, 03:10 PM Post #143 |
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worked perfect! there are only small deformations in some animationsdoubt, I have to apply bake constraint after modifying the imported animation? or is not necessary? Edited by samuel, Apr 19 2014, 04:29 PM.
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| HENDRIX | Apr 19 2014, 05:21 PM Post #144 |
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no, not needed as it is already baked. It has no constraints, so no need to bake them
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| davidy12 | Apr 19 2014, 05:38 PM Post #145 |
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Everytime I try to import an animation I get an error. HENDRIX, is there something I'm doing wrong? Here's my settings for import. Please help, I want to see animations.
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| samuel | Apr 19 2014, 05:41 PM Post #146 |
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you should say what is your error and a picture of it |
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| davidy12 | Apr 19 2014, 05:42 PM Post #147 |
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It just says "Python script error, check console" |
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| samuel | Apr 19 2014, 05:50 PM Post #148 |
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shows a picture of the console then
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| davidy12 | Apr 19 2014, 05:52 PM Post #149 |
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Where is the console in blender? *sorry if I sound stupid*
Edited by davidy12, Apr 19 2014, 05:52 PM.
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| HENDRIX | Apr 19 2014, 05:58 PM Post #150 |
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Samuel's the expert The black and white text window is the console. ![]() You can disable "import animation" because that only wants to read KF anims and does not work, anyway :p |
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| 2 users reading this topic (2 Guests and 0 Anonymous) | |
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