animation rotating the wrong way

Post » Tue Jan 04, 2011 12:40 am

Okay, Im trying to make a rotating animation in blender....but annoyingly when i try to rotate it -240 degrees, it instead goes 120 degrees....

I then exported it and tried ot change it via nifskope....where when i entered -240 into the value, it changed it ot 120. I tried doing it in increments, but the moment it got a value larger then -180 degrees it just flipped and when all the back round the other way.

Ive tried all i can think of to stop it changing what the value.....any ideas?
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Scared humanity
 
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Post » Tue Jan 04, 2011 8:00 am

My guess is that 360 - 240 = 120 so it moves it literally, not 'to' that angle.
I have trouble in nifskope myself with rotations. Its always messing with the values I enter.
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lolli
 
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Post » Tue Jan 04, 2011 3:59 am

DaMage, I don't see the problem. I just did what I think you were trying to do and it worked perfectly. For reference, I am using Blender 2.49b, Python 2.6.2, PyFFI 2.1.5, and Blender NifScripts 2.5.5.

I made three Blender files: one with no animation, one with animation Forward, and one with animation Backward. I exported the no animation version with Geometry Only as a .nif, the second with Animation Only as a .kf and Anim Seq Name set to "Forward", and the third with Animation Only as a .kf and Anim Seq Name set to "Backward". For the Forward animation, I used three Rot keyframes at 1, 37, and 75 frames. 1 was at 0 degrees, 2 was at -120 degrees, and 3 was at -240 degrees. Playing the animation in either Blender or NifSkope showed the object rotating counterclockwise from 0 degrees smoothly to -240 degrees. The second animation was just the reverse, starting at -240 degrees and rotation clockwise smoothly to 0 degrees. If necessary, I can post the .nif.
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Alyna
 
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Post » Tue Jan 04, 2011 3:06 pm

Well thats the annoying thing about tihs problem...it only happens 'sometimes' im yet to figure out the situation when this happens.

For example earlier I made something rotate around in a circle just fine.


EDIT: I found that if i build the animatiopn from scratch i can make the rotate properly.....but if i load in an animation with the skeleton to work from, then the rotation doesnt work..
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k a t e
 
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Post » Tue Jan 04, 2011 9:40 am

I encountered the same problem when I was learning how to animate for the Shrieking Bolete. Vanilla skeletons have rotated Bip01 and Bip01 NonAccum. Custom skeletons do not have this problem. The solution is posted here -> http://cs.elderscrolls.com/constwiki/index.php/Talk:Blender/Creating_a_Character_Animation.

Basically, if you are using a vanilla skeleton, rotate/translate the bones as explained in the link before animating and everything will work fine. When doing your own animations, everything should be okay without any fancy transforms.
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Rebecca Dosch
 
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Post » Tue Jan 04, 2011 2:13 pm

My guess is that 360 - 240 = 120 so it moves it literally, not 'to' that angle.

yep.
lol, add an extra key at say -120.

you key at 0 degree, then move the time slider to another frame, rotate object 360 and add another key. You can guess what will happen.
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Bonnie Clyde
 
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