[REQ] Fix a creature - Vissed

Post » Sat May 28, 2011 10:11 am

Hey there,

I am having problems with my creature The Vissed. It floats in the air above the ground.

I have tried numerous fixes but none of them have worked and its annoying me to hell that i am coming very close to deleting the creature for good and forgetting about it.

So for my last resort i am asking someone in the community to take a look at it and please fix it

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8287 - I will be eternally grateful to who ever does this :)

thanks,

=MA=
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Fri May 27, 2011 7:44 pm

Eternally grateful you say... :flame: Well, most times if something like that happens it is because the scene root is at false position. Its the prior bone, from which the skeleton origiates and it also tells the gameengine the correct height.

I'll have a look at it in Blender and see what I can do!!! ;)

PS: Also a floating reptile is very cool thing in a way... :laugh:


TheDaywalker :rock:
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Fri May 27, 2011 10:35 pm

thanks daywalker - apriciate it :)
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sat May 28, 2011 3:36 am

It's finally great to see this issue getting cleared up!
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sat May 28, 2011 4:02 am

Eternally grateful you say... :flame: Well, most times if something like that happens it is because the scene root is at false position. Its the prior bone, from which the skeleton origiates and it also tells the gameengine the correct height.

I'll have a look at it in Blender and see what I can do!!! ;)

PS: Also a floating reptile is very cool thing in a way... :laugh:


TheDaywalker :rock:



Sorry DayWalker, but I was already working ot it, when you posted. :)

Its Bip01 was saved to that position each frame.
So, we had 2 chances:
1) reposition the Bip01 for each frame and save the new position
2) delete the animation of the Bip01 in NifSkope, and move it only during the walk/runforward animation, http://rapidshare.com/files/372375511/Vissed.zip.html
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Sat May 28, 2011 1:26 am

The models z coordinate isnt proper.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat May 28, 2011 5:42 am

Sorry DayWalker, but I was already working ot it, when you posted. :)

Its Bip01 was saved to that position each frame.
So, we had 2 chances:
1) reposition the Bip01 for each frame and save the new position
2) delete the animation of the Bip01 in NifSkope, and move it only during the walk/runforward animation, http://rapidshare.com/files/372375511/Vissed.zip.html



Yap, I agree on that, the animation is corrupt and the creature is also missing a bounding box. As the creature is based on a just slightly modified guar skeleton, I think easiest would be just to import a new guar skeleton and parent it to the vissed creature and tweak the boneweights if necessary. Going through the whole animation frame for frame is not a thing I'd do personally.

If you got a bad position constantly from frame a to frame b, you can do it easily that way in the IPO Editor by manipulating the curves, but if the creature goes up and down from time to time inbetween the 958 frames its a lot of work!!! :)


EDIT:

@Archimestro:

Now you got some odd movements of the legs, because the root is pinned at same position all the time!!! ;)


TheDaywalker :rock:
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sat May 28, 2011 1:44 am

Sorry DayWalker, but I was already working ot it, when you posted. :)

Its Bip01 was saved to that position each frame.
So, we had 2 chances:
1) reposition the Bip01 for each frame and save the new position
2) delete the animation of the Bip01 in NifSkope, and move it only during the walk/runforward animation, http://rapidshare.com/files/372375511/Vissed.zip.html

Thanks it works :)


Thank you to everyone who atttempted this
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Fri May 27, 2011 11:26 pm



EDIT:

@Archimestro:

Now you got some odd movements of the legs, because the root is pinned at same position all the time!!! ;)



Yes. The truth is that the Bip01 should be moved only forward for the running/walking animation.
All the other movements forward and back during other actions (like an attack) should be achieved by moving the Bip01 Pelvis.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm


Return to III - Morrowind