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 FNV Animation Question: Please Help!

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iEastsidezzz

iEastsidezzz

Posts : 147
Join date : 2014-05-16
Location : Eagleland

FNV Animation Question: Please Help! Empty
PostSubject: FNV Animation Question: Please Help!   FNV Animation Question: Please Help! EmptySun May 07, 2017 8:50 pm

Hi all,

I've been creating animations for a Creature I'm making and I've run into a bit of a hiccup.

I've created a Movement animation in blender and successfully exported it to Nifskope as an KF file.

I also made the adjustments to set the animation as "CYCLE_LOOP", as well as make sure that Bip01 is the target name.

When I brought the mtforward movement animation to GECK, I received a popup that stated something along the lines that "Animation in Place" was imported from "MAX". Although the AnimGroup of Movement was present, the Creature was still animating in place even after I checked "Allow Movement" in GECK.

I'm using Blender and I'm also using the Bringing Life to the Mojave tutorial on Nexus as a reference.

Does anyone know how I can make this Movement animation actually move? The AnimGroup does have "Movement" labeled, but my creature isn't going anywhere directionally.

I know this may be a breif desciption of my problem, but I would greatly appreciate any guidance that anyone can give me.


Also, how does one edit the AnimGroup in Blender? The only hope I've had was naming the KF file as "Idle" or "Movement" depending on my desired group. Is there another was to do this? I noticed that vanilla KF files have different names than their AnimGroups.
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