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

Post » Sun May 16, 2010 1:16 pm

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
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Sun May 16, 2010 6:52 pm

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?
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sun May 16, 2010 7:39 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
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun May 16, 2010 6:38 pm

Does it need a BSXFlags node with Enable Animation set true?
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sun May 16, 2010 4:00 pm

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.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sun May 16, 2010 10:00 pm

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.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Sun May 16, 2010 5:26 pm

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.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sun May 16, 2010 7:59 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
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Sun May 16, 2010 7:47 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?
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Sun May 16, 2010 10:32 pm

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
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sun May 16, 2010 4:17 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!
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am


Return to Fallout 3