Can anyone tell me what is wrong with this animated static n

Post » Wed Nov 30, 2011 7:36 am

Hiya all,

Thanks for reading.

I`ve made an animated nif in blender. It`s just 2 simple triangles that change rotation and scale. I`ve made dozens of animated nifs before that worked perfectly, this one however refuses to animate ingame... it works in GECK preview though.

Both triangles have a seperate animation, but are both parented to SceneRootNonAccum. I`ve updated the flags in Nifskope, frequency and Start/stop time for the NiControllerManager and the NiMultiTargetTransformController.. which is my usual work flow and has worked fine on every nif so far... so I dont know what is wrong with this one.

Here`s a link to the file, if anyone wants to take a look. Excuse the texturing. I still have the blender file and .kf if needed.

http://www.mediafire.com/?dh2kznw4z21

the script for animating it is simply:
Begin Gamemode	if isAnimPlaying		Return	else		PlayGroup Forward 1	endif	End


Please Help!!! lol.

take care,

SKykappa
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Margarita Diaz
 
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Post » Wed Nov 30, 2011 4:29 am

I am sorry I can't be more helpful, but, if the nif animates properly in the GECK maybe the problem is in the script and not in the nif?
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Adam Baumgartner
 
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Post » Wed Nov 30, 2011 3:33 am

I am sorry I can't be more helpful, but, if the nif animates properly in the GECK maybe the problem is in the script and not in the nif?


Hiya Ash,

I hope your doing well.

On a strange note, last night I spoke to the father of the guy who made the Batman`s cape in the Batman: Arkam Asylum game. Thought you might be interested given your last projects.

Thanks for the suggestion but its the same script I use to animate other items, so I know its good.

Take care

Skykappa
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rae.x
 
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Post » Wed Nov 30, 2011 2:06 pm

Does it need a BSXFlags node with Enable Animation set true?
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Samantha Pattison
 
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Post » Wed Nov 30, 2011 9:43 am

you might want to post a message at the nifscripts forum.... i don't think the current nifscripts support scale transformations yet. i haven't worked with animations nearly as much as you have, so excuse my ignorance if the scripts do support them. :)

you might want to remove the scale transform to make doubly sure that it is not something else with your NIF.

E:
also, in your NIF file, the start/stop times are set to zero in both NiTransformControllers (nodes 12 & 22). i'm not sure if that has anything to do with it but i figured it was worth mentioning.
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Big mike
 
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Post » Wed Nov 30, 2011 11:04 am

On a strange note, last night I spoke to the father of the guy who made the Batman`s cape in the Batman: Arkam Asylum game. Thought you might be interested given your last projects.

I am impressed, Sky! That cape is awesome, I love how it moves! :)

Thanks for the suggestion but its the same script I use to animate other items, so I know its good.

OK.
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Elizabeth Falvey
 
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Post » Wed Nov 30, 2011 4:49 am

Hi All,

@ Ash - It`s a work of art alright. Yours is good too though.

@ Andy - Thanks! Good spot on the BSX flags... that`s part of my problem I think.

@ Falcon - Thanks, I tried without the scale, I still got the same problem, But scale works fine in GECK preview. Actually though buddy, the start and stop time were not set to 0, it was Phase and the start time. The stop time was set at about 8 seconds.

I think the problem is blender/nifscripts related, Even when I chose `animated static` on export the resulting .nif file has no BSXFlags block.

I tried to copy and paste a BSXFlags block from a working file, but that didnt work ingame either.

I`m using the following:

?Blender 2.49b.
?Python 2.6.4.
?PyFFI 2.1.2.
?Blender NIF Scripts 2.5.1.

I have tried uninstalling and reinstalling all of them. But I still get the same issue with the BSX flags not generating on export.

I`ve uploaded the .blend file, I has hoping someone using the same programs as I`ve listed above, could just export it as an animated static and let me know if it generates the BSXFlags, that way I know its either the file, or Nifscripts and not just local to my system. And based on that I can post on the Nifscripts Forum as Falcon suggested.

http://www.mediafire.com/?nydjuzyznio

Thanks all,

Take care,

Skykappa.
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Cameron Garrod
 
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Post » Wed Nov 30, 2011 2:49 am

Hi all,

I managed to fix http://www.youtube.com/watch?v=f2UmXgqj1J8 the Nif file in Nifskope. But Blender still isnt exporting with a BSX flags block. I`m still hoping someone can do a quick test of the blender file above.

Take care

Skykappa
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sunny lovett
 
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Post » Wed Nov 30, 2011 5:54 am

I think I'm using all the same package as you (all the latest), and it didn't export with BSX flags for me either.

Actually, I'm not sure any static anims are. Have you tried an older blend file that used to export with flags?
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Roy Harris
 
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Post » Wed Nov 30, 2011 6:20 am

Yeah, It was working last week, then after reinstalling all the latest files, it doesnt work... problem is I cant remember exactly what I had installed before..lol doh.

Oh well, off to the Nifscripts forum to report this then, Amorilla may already know. At least for now, I can copy a BSX flag from another nif.

Thanks for the assisnt Andy!

Take care buddy.

SKykappa
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LADONA
 
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Post » Wed Nov 30, 2011 12:45 pm

So the problem was just you needed a bsx flag? I had a look at the nif structure and honestly it was set up right as I saw it. I tried poking at it, adding the non accum block to the AVobjectpallet etc, but didn't think the bsx would have blocked the anim from playing in game, so didn't create one in nifskope for it. So I guess I failed :(

looks cool as though!
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Laura Simmonds
 
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