Freedom Reborn

Freedom Force Forums => Meshes => Topic started by: crosspotts1.0 on November 12, 2016, 09:04:28 PM

Title: trying to get blender to work
Post by: crosspotts1.0 on November 12, 2016, 09:04:28 PM
so i just installed everything for blender in the order i needed to

but i dont know where to place them i had put them in the blender file

but i sill cant import nif files did i place them wrong

thank u for any help
Title: Re: trying to get blender to work
Post by: detourne_me on November 12, 2016, 09:06:45 PM
Did you follow the order and Blender tutorial on Ewzzy's site?  It's probably the best way to get started. http://www.freedomforce.ewzzy.com/Blender.php
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 13, 2016, 01:08:12 PM
i read it but the video wont show up and when i click the link for it it just gose to 404 not found error

sorry for my incompetent annoyance i wish i was better at this
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 13, 2016, 03:39:59 PM
I know you said you can't import any Nif Files, but are you able to get Blender to run?
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 13, 2016, 06:03:40 PM
yes sorry should of specified that in the my post i can get blender to run but cant get the plug ins to work
Title: Re: trying to get blender to work
Post by: detourne_me on November 13, 2016, 06:59:52 PM
Which version of blender is it? The nif plugins only work with the older v2.4x one on ewzzy's site. Not the latest version 2.78.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 13, 2016, 08:54:58 PM
yes i have that one
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 17, 2016, 01:37:45 PM
im just trying to figer  out where i need to put all the files i downloaded in blender so i can import and export nif files for nif scope
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 18, 2016, 02:27:04 AM
If you've already installed NifSkope, then see if this helps: http://niftools.sourceforge.net/forum/viewtopic.php?f=3&t=2603&start=0

Wish I could be more helpful here, but it's been a while since I've done this.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 18, 2016, 11:48:16 PM
no unfourtly it just says what order to download them in not where to place the files for the pugins thanks any way though
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 19, 2016, 08:49:55 AM
Is it just the Blender Nif Scripts that you're stuck on?
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 19, 2016, 02:14:15 PM
i downloaded all of these 

Python 2.6.4 (32 bit) i dont know where to place this

PyFFI 2.1.2, i dont know if i place this in the blender folder and if i do where

Blender NIF Scripts 2.5.2 i dont know if i place this in the blender folder and if i do where

dose that clarify what im trying to find out

sorry i just got out of work and im a littel short right now and my brains not processing my typing
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 19, 2016, 05:34:26 PM
Couldn't sleep last night, so I did some research to try to figure this out. This is what I came up with:

Download and install Python - This is an Executable File, run it, and it should automatically be placed here: C:\

Download and install Blender - This is an Executable File, run it, and it should automatically be placed here: C:>Program Files (x86)\

Download and install PyFFI - This is an Executable File, run it, and it should automatically go where it's supposed to, but I'm just not sure where exactly that is.

Download and install the Blender NIF Scripts - This is an Executable File, run it, and it should automatically be placed here: C:\Program Files (x86)\NifTools\ (But Something should go to your Blender Foundation Folder as well...I think)

It's recommended that you use the Installers/Exe Files, and not the Zip Files, when installing these, and make sure that, when prompted, that you use the default settings so everything goes where it's supposed to. So basically, everything automatically goes where you want it to go, and you shouldn't have to worry about specifically placing anything.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 20, 2016, 02:13:42 PM
is there a way to import kf because it give me an error
Title: Re: trying to get blender to work
Post by: detourne_me on November 20, 2016, 02:54:20 PM
No, unfortunately you can't do anything to keyframes in Blender.
Title: Re: trying to get blender to work
Post by: spydermann93 on November 20, 2016, 03:31:15 PM
What was the tool Gren used to make his KF's? I thought it was Blender. I'm confused :wacko:
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 20, 2016, 04:54:46 PM
crap is there a free tool i can use to make key frames and to view them and edit the mesh to mach the animations ?
Title: Re: trying to get blender to work
Post by: spydermann93 on November 20, 2016, 06:09:31 PM
I know that there was a tutorial by Grenadier that mentioned using some sort of tool to modify keyframes, but I don't remember what the tool is.

Cyber's Yahoo Group should have an archive of the tutorial: https://groups.yahoo.com/neo/groups/Freedom_Force_Resources/conversations/messages
Title: Re: trying to get blender to work
Post by: daglob on November 20, 2016, 07:55:02 PM
You can do some stuff with Nifscope, but the most I've ever done was change "Fly (something)" to "Fly" and rename the original so that it wouldn't conflict.

Wonder what Windblown uses...
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 20, 2016, 09:01:22 PM
As far as I know, there are 3 methods to editing Keyframes:

1) 3DS Max.

2) NifSkope.

3) M25's Keyframe Editing Tool.

Title: Re: trying to get blender to work
Post by: spydermann93 on November 20, 2016, 09:02:54 PM
Quote from: Cyber Burn on November 20, 2016, 09:01:22 PM
As far as I know, there are 3 methods to editing Keyframes:

1) 3DS Max.

2) NifSkope.

3) M25's Keyframe Editing Tool.

Ahhh, that actually might be what I was thinking of!
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 20, 2016, 09:17:21 PM
Dagon Daglob has a good point though, I 'd love to have Windblown and SickAlice chime in on this one.


Edit: Lousy Migraines, can't focus my thoughts to save my life.  :banghead:
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 21, 2016, 05:40:04 PM
i take it that 3dmax isnt free

i was just trying to put a running head but on hammer head and i used bulldozer but the key frames for the bd mesh made hammer head all defrommed

so yeah i was trying to fix that
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 21, 2016, 06:34:38 PM
1) i take it that 3dmax isnt free - Not even anywhere close.  :(

2) i was just trying to put a running head but on hammer head - While not a perfect match, have you tried "Bullet"s "Special" animation?
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 21, 2016, 09:23:42 PM
ill look in to that if its not a nif sequnce it might work if its a nif controler i dont know how to convert them to each other but ill try
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 21, 2016, 09:40:50 PM
no it wouldent even show up when i transferd them to the other o well ill keep trying to find others that will work if i could convert the nifsequnce to a nifcontrol it would work
Title: Re: trying to get blender to work
Post by: windblown on November 21, 2016, 11:01:07 PM
Quote from: daglob on November 20, 2016, 07:55:02 PM
You can do some stuff with Nifscope, but the most I've ever done was change "Fly (something)" to "Fly" and rename the original so that it wouldn't conflict.

Wonder what Windblown uses...

Quote from: Cyber Burn on November 20, 2016, 09:17:21 PM
Dagon Daglob has a good point though, I 'd love to have Windblown and SickAlice chime in on this one.

I use Nifskope to modify keyframes. Besides changing names to animations (which is very useful) you can use it to change the number of contacts, transform a ranged animation into a melee one, make parts of the mesh to appear/dissapear or change the proportions of the mesh (this last one is very tiring though). I only know how to do those things in FFvsTR keyframe files.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 22, 2016, 12:12:05 AM
well thats good cause thats what im useing  :ffvstr: lol
Title: Re: trying to get blender to work
Post by: ELECTR0 on November 22, 2016, 07:05:48 PM
3DS Max is free if you sign up as a student on the Autodesk website. You just can't use it for commercial purposes. It won't do you much good though since the plugins for Freedom Force don't work on newer versions of Max.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 23, 2016, 04:53:24 PM
crap i guess im screwed on that (making kf)
Title: Re: trying to get blender to work
Post by: Cyber Burn on November 23, 2016, 05:32:21 PM
Before you give up on Keyframes completely, talk to SickAlice, I believe he's done some Keyframe editing for some of his Meshes.
Title: Re: trying to get blender to work
Post by: crosspotts1.0 on November 24, 2016, 01:52:36 PM
should i just pm him

and thank u for all ur help
Title: Re: trying to get blender to work
Post by: spydermann93 on November 24, 2016, 04:10:23 PM
You could try. I don't know how active SA has been lately, but it definitely improves his chance of seeing your message.