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Teechan

Riddle Me This: Getting Pose Thumbnails (and other custom .kf's) in 3DSMax

So there's these poses by Lera and Pizz (http://oblivion.nexusmods.com/mods/16457 has the English translation) that I'd love to animate for my videos and such.  First off, they won't import into either Blender OR Max correctly.  The armature gets stuck in the same exact pose, which looks nothing like how they do in game and in nifskope. The only thing that gets imported are  keyframes for the Magic node (and they seem to match the CastSelf.kf keyframes too).


 


post-16569-0-32608400-1380319925_thumb.j


 


In the CSE, the poses work just fine. 


 


post-16569-0-55467600-1380319852_thumb.j


 


They also work in nifskope. When viewing the animations in NifSkope (I used the AnimationDummy mesh) - the magic node also moves up and down, just like a cast self animation (incidentally, the .kf's are labeled as SpecialIdle_CastSelf ) so maybe the poses were made with an edited "CastSelf.kf"?  


 


I'm writing this here as I'm interested in finding out if a workaround can be found to import PTP poses, as well as a few other pose packs that won't even import at all, giving "improper format" errors.  I'm taking myself a little more in depth with the nifskope tutorials now, but figured I'd throw this out there in case other people were wondering the same thing or had advice. A workaround may not exist but I like investigating anyway. :P


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Tee,


 


What version of blender are you using?  Hopefully you are using 2.49b:  http://oblivion.nexusmods.com/mods/42755/?


Later versions of blender don't work very well (if at all) when trying to import animation files as the nifscript import\export has never been updated.


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2.49b - Although it was a long time ago. I should probably try it again..:P


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Normally anything you can do in Blender you can do in 3ds a lot better. Your most likely just missing a simple setting somewhere :P


 


Try Youtube and looking at Nightasy's stuff. He has a load of Skyrim stuff there which could be helpful for Oblivion as well :)


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The newer version that I linked to has the latest update to the nifscripts import\export so that may resolve your problem.


 


As to 3dmax vs Blender for Oblivion animations.....meh.  


With all the hassle I have had to deal with on animations exported from 3dsmax, I'm sticking with blender.  It doesn't fuck stuff up on export like max does.


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Ok, I stand corrected - ooops -  I used the portable Blender version in the link (very nifty!). The one PT pose actually imported the way it should have in Blender. It was a certain pose from another I tried over a year ago and confused it with this one.


 


I'm not terribly familiar with Blender, but it does look like the .kf has keyframes for all the bones, with the magic node still noodling around. Somehow Max didn't see them? Who knows. :P


post-16569-0-48603800-1380328061_thumb.j


 


Guess I'm going to noodle with Blender soon. :P


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Tee,  it is TONS easier to animate if you have the proper set up.


 


Grab one of the animation blend files I posted here:  http://www.loverslab.com/topic/17765-blend-files-for-oblivion-lpk-animations/


Delete the skeletons and one of the meshes (if you are doing solo animations).  I suggest keeping the female mesh and deleting the male one.  This way you can add bouncing breasts if you want to.


 


Then use the animating skeleton (skeletonmin.nif) from here:  http://www.loverslab.com/topic/13516-lovers-animation-workshop-skeleton-mark-ii/


Import that skeleton and toggle on the "import skeleton only + parent selected" also toggle on "import animation" - then in the keyframe file area select the animation you are wanting to import.


 


Once it is done, click the skeleton and then pose mode do any edits you want. 


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