Alpha Controller on Skinned Meshes

Post » Sat Feb 19, 2011 2:21 am

I know I've asked this before and failed ... but recently I've been trying again and have managed to get AlphaControllers to work, at least on non-skinned meshes.


The problem now is that I want the AlphaController on a "skinned" mesh ... but that creates several problems:

As I understand it to be controlled by an animation, the mesh (Tri-shape) , material, and alphacontroller must be a "controlled node" ... i.e. part of the Hierarchy under Bip01 ... whereas this is possible with normal meshes (by attaching to the skeleton directly or via PRN attachments) ... but its apparently not possible for Skinned Meshes (skinned meshes can not be part of the Hierarchy ... in my experiments they were either totally invisible ... or caused a CTD when the creature was killed}

Sooo ... does someone know of a solution?

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Note: I couldn't find any stock creatures using Alpha Controllers on a skinned mesh. Some do use Visibility controller ... but thats through a strange route: the wraith for example has a node named "SkinAttachment" which automatically applies the Visibility Controller to any skinned meshes bundled with the skeleton. I've successfully used that ... but I need a slow fade-out rather than the instant vanish that Visibility Controller provides.
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Sammygirl500
 
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Post » Sat Feb 19, 2011 7:21 am

To note. Oblivion cannot handle any type of animation on a rigged object. Thats why often the creature's head are a seperate file to the body so that they could animate the head.

Unless you can figure out a way ot get the part only rigged to only be rigged to a single bone, it is not possible.
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 9:44 am

I can't possibly get away with rigging the mesh to a single bone and it 'has' to be skinned.

I guess I might as well use the Visibility Controller covered by a particle effect ...
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Damned_Queen
 
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Post » Sat Feb 19, 2011 8:57 am

What are you trying to achive? if the entire mesh/rigged object is to change transpancy you could script it in the CS.
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Joe Bonney
 
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Post » Fri Feb 18, 2011 8:09 pm

I am trying to make a new ghost ... so I wanted most of the body to fade out when the creature died while leaving a "lootable-part".

setactoralpha is not suitable because it makes the whole creature disappear ...
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Laura Hicks
 
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Post » Sat Feb 19, 2011 4:09 am

AH, so you want only a part of the body to fade out/dissappear.....nothing comes to my mind on how you could do that, sorry :shrug:
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barbara belmonte
 
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