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| Topic Started: Feb 15 2014, 07:38 AM (241,692 Views) | |
| davidy12 | Apr 19 2014, 06:00 PM Post #151 |
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So you mean it only takes KF? And are my settings right? Edited by davidy12, Apr 19 2014, 06:03 PM.
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| HENDRIX | Apr 19 2014, 06:03 PM Post #152 |
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No, I was referring to your import settings. You have the "Import Animation" button active, which is original by nifscripts but in fact does not work. You only need to activate the "Import BF Animations" button.
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| davidy12 | Apr 19 2014, 06:05 PM Post #153 |
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Still doesn't work and I see the import animations. HENDRIX, you mind showing me what I'm doing wrong? What do I need to highlight in the settings and what do I not please? |
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| HENDRIX | Apr 19 2014, 06:13 PM Post #154 |
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There's only that one setting you have to activate. And put the BF files into the C:/BF Import directory. But without any console data I'm afraid I can't help you at all.
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| davidy12 | Apr 19 2014, 06:15 PM Post #155 |
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Is this the console data?![]() NVM But still an error.
Edited by davidy12, Apr 19 2014, 06:22 PM.
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| samuel | Apr 19 2014, 06:25 PM Post #156 |
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the console says there is no nif file..... |
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| davidy12 | Apr 19 2014, 06:26 PM Post #157 |
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So I have to import an NIF file then import animation? |
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| samuel | Apr 19 2014, 06:31 PM Post #158 |
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-_- read the instructions 1 put the animations you want to import into C:/BF Import 2 import a nif file an animal to use animations you want to import example if you want to import jay animations from import the jay nif Edited by samuel, Apr 19 2014, 06:34 PM.
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| davidy12 | Apr 19 2014, 06:41 PM Post #159 |
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Then what, they'll join the NIF file or do I have to import them from the BF import? |
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| samuel | Apr 19 2014, 06:47 PM Post #160 |
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it's not so hard to understand .... 1 put the animations you want to import into C:/BF Import and import an animal that use the same animations you want see no matter where is the nif file Edited by samuel, Apr 19 2014, 06:48 PM.
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| davidy12 | Apr 19 2014, 06:58 PM Post #161 |
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Okay I got it!!!!! Don't even touch them. Edit: Now I can watch epic animations over and over again. DM, I can't wait to see the new animations in WWD. Edited by davidy12, Apr 20 2014, 09:13 AM.
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| HENDRIX | Apr 21 2014, 04:15 PM Post #162 |
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Did some experiments with editing anims for the Therizinosaurus. Also wrote two utility scripts: One that deletes unneeded actions containing a given name (eg Walk deletes all actions with Walk in it) and the other removes a given bone channel from all actions. |
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| Ignacio | Apr 21 2014, 04:23 PM Post #163 |
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Ex Corrupt Staff
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I wish i could understand at least half of the things you are saying so i can really appreciate what your are working at ![]() But i'm sure a lot of very skilled designers that know what you are talking about are going to be really greatful for this stuff. You has given a lot of great things to this community and you keep breaking boundaries... and the best thing of all that is that you share everything So i guess this is just another boot-licking post to say thank you
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| HENDRIX | Apr 22 2014, 04:40 AM Post #164 |
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Fixed an deformation issue when you tried to export only translation or only rotation keys. Also found the reason for the slow speed and fixed it, now it is as quick as the export and takes just a few seconds
Edited by HENDRIX, Apr 22 2014, 04:51 AM.
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| davidy12 | Apr 22 2014, 08:00 AM Post #165 |
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So in other words, your working on therizenosaurus and I can't wait to DL it. And I agree with ZC, I love what your doing for designing.
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You only need to activate the "Import BF Animations" button.

But still an error.



So i guess this is just another boot-licking post to say thank you