Since I don't think many people know how to make animations I desided to share my wisdom
Required Programs:
Blender and Nifskope
basic overview:
what were essentialy doing is taking a nif file we exported from blender and attach it with the kf file also from blender
In blender:
once you finish your model in blender go ahead and make sure that there isn't anything to change that won't be in the animation i.e. after you export this you cant add any bounds or new objects, unless you export it again
also everthing you want to animate has to be different objects
if you want to add collison to the object you are going to animate it so it move with the animation make the bounds like you would usually do, but select the bounds then select the part of the model while holding shift then hit ctrl + p to make it a parent
now we get into the animation:
what we basicly do in blender is assign the parts certain places at different frames
the very first thing you do is go to the object you want to animate is to hit i while it is selection and chose what you are going to change i.e. rotation location or scale and chose that in the menu
next you want to change the frame with up,down,left, or right
when you get to the frame that you want your animation to go to at a certain point then move your object however you like and hit i and chose whatever you chose before
if you want to look back a your animation, just go to frame 1 and hold down the right arrow
congrats you just made an animation
exporting your animation
do the same thing as before, except change the name of your animation so as to not export over your model and also choose export animation .kf only
in nifskope
theres about 4 thing you need to do in here to have your animation render correctly, but first things first open up your mesh in nifskope
1. go under spells - animations - attach kf and chose the file you exported your animation under
2. make SURE that the bsx flags is set to 11 I can not stress this enough, it should be around the first couple of branches
3.next find controlermanager then go to controlersequence and change the name of the animation to idle - which means it will be playing all the time,forward,fastforward,backward,fastbackward,equip, or unequip - which means when the animation ends the collison will continue as normal]
4.yay last one go back to controlersequence and look at the stoptime then go to the bar above where it is showing your animation time and check what time it stops and put that for stoptime
(optional) if you chose idle for it to render you need to change cycle_clamp to cycle_loop under controler sequence
next just save the file a viola you have just created an animated object
Required Programs:
Blender and Nifskope
basic overview:
what were essentialy doing is taking a nif file we exported from blender and attach it with the kf file also from blender
In blender:
once you finish your model in blender go ahead and make sure that there isn't anything to change that won't be in the animation i.e. after you export this you cant add any bounds or new objects, unless you export it again
also everthing you want to animate has to be different objects
if you want to add collison to the object you are going to animate it so it move with the animation make the bounds like you would usually do, but select the bounds then select the part of the model while holding shift then hit ctrl + p to make it a parent
now we get into the animation:
what we basicly do in blender is assign the parts certain places at different frames
the very first thing you do is go to the object you want to animate is to hit i while it is selection and chose what you are going to change i.e. rotation location or scale and chose that in the menu
next you want to change the frame with up,down,left, or right
when you get to the frame that you want your animation to go to at a certain point then move your object however you like and hit i and chose whatever you chose before
if you want to look back a your animation, just go to frame 1 and hold down the right arrow
congrats you just made an animation
exporting your animation
do the same thing as before, except change the name of your animation so as to not export over your model and also choose export animation .kf only
in nifskope
theres about 4 thing you need to do in here to have your animation render correctly, but first things first open up your mesh in nifskope
1. go under spells - animations - attach kf and chose the file you exported your animation under
2. make SURE that the bsx flags is set to 11 I can not stress this enough, it should be around the first couple of branches
3.next find controlermanager then go to controlersequence and change the name of the animation to idle - which means it will be playing all the time,forward,fastforward,backward,fastbackward,equip, or unequip - which means when the animation ends the collison will continue as normal]
4.yay last one go back to controlersequence and look at the stoptime then go to the bar above where it is showing your animation time and check what time it stops and put that for stoptime
(optional) if you chose idle for it to render you need to change cycle_clamp to cycle_loop under controler sequence
next just save the file a viola you have just created an animated object