Search found 3 matches
- 05 Oct 2017, 05:19
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6053
Re: Exporting Morrowind's player animations to Blender
Ok, I was trying to import xbase_anim.nif and xbase_anim.kf instead of base_anim.nif. Importing that mostly works. Import takes about an hour. Animations are there, but all the bones for the clothing are rotated 90 along both the x-axis and y-axis from the main skeleton. In the rest pose, the clothi...
- 04 Oct 2017, 22:47
- Forum: Off Topic
- Topic: Exporting Morrowind's player animations to Blender
- Replies: 6
- Views: 6053
Exporting Morrowind's player animations to Blender
I've been trying to get the default morrowind npc/player animations into blender, but for the life of me I can't figure out how to do it. The nif tools for blender don't support importing morrowind .kf or .nif animations, and nifskope won't export the animations to either .obj or .dae. Even noesis c...
- 11 Aug 2014, 07:24
- Forum: General
- Topic: OpenMW on GCW-Zero?
- Replies: 8
- Views: 5942
Re: OpenMW on GCW-Zero?
I'm not too optimistic about OpenMW running on the GCW. Unless the OpenMW team decides to really heavily optimize the engine, I can't see it running on this device. There's a very similar device that I have called the Pandora that porting OpenMW to was discussed , but the conclusion was that it wasn...