Little animation problem :D

Post » Mon Mar 14, 2011 8:21 pm

The thing is, I made this one animation... Well, it doesn't work in-game :D I have been trying to find a solution, but I have not. The problem is, that when the NPC starts the animation, it disappears (flies through the roof some 999km/h, lol :D)... I usually find an empty spot with the name of the NPC which I can activate, and then the NPC appears in front of me and greets me... Now I'd like to get rid of that "disappearing" part... I did the animation using the info from http://cs.elderscrolls.com/constwiki/index.php/Exporting_Character_Animations_from_Blender, although I did a completely different animation (uses the whole body, a SpecialIdle to be used with one object from TamRes). Then I followed these lines:
Q : What do I do when my character's body explodes (messed up) when the animation is played?
A : Isn't this problem really funny? Well, this happens when your animation itself is longer (or lower) than the timeline (both Blender timeline and Oblivion "textscript" ). Your timeline's end (both Blender timeline and Oblivion "textscript") must be exactly equal to the animation one.

Q : How do I fix an incorrect / mis-matched timeline?
A : Fortunately this problem is really easy to fix. Start Blender and import the animation. Set the correct end's number and then export.

Result: Still not working :D So, any ideas how to fix?

EDIT: Well, I located the NPC... It was outside the house, something what it is NOT supposed to do :D But still, the animation was not playing.
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Mariana
 
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Post » Mon Mar 14, 2011 10:02 pm

Bump :D
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Facebook me
 
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Post » Mon Mar 14, 2011 9:51 pm

Upload the kf file.
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louise fortin
 
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Post » Mon Mar 14, 2011 3:07 pm

Upload the kf file.

http://www.mediafire.com/?sharekey=dc8d890f925c02a585da04cac639e35f00112d7de0acd1664295aeddeb72db2487d233d192475a40de61b781fae81225 I also uploaded the .nif file, as I find the way it looks very odd...
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Bethany Short
 
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Post » Mon Mar 14, 2011 10:10 pm

Deleted.
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Harinder Ghag
 
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Post » Mon Mar 14, 2011 9:38 pm

A little confused...what is this wheel.nif? I sort of looks like a skeleton...but isnt like any oblivion skeleton.

Attaching your animation to a proper skeleton yeilds very little reaction in nifskope....


also, looking at your animation...in places your animations doesnt stretch till the end, this could cause problems. eg the Pelvis bone has translation animation where the last keyframe is at 0.0333...another keyframe needs to be put at 11.4667.
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Louise Dennis
 
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Post » Mon Mar 14, 2011 5:09 pm

A little confused...what is this wheel.nif? I sort of looks like a skeleton...but isnt like any oblivion skeleton.

Attaching your animation to a proper skeleton yeilds very little reaction in nifskope....


also, looking at your animation...in places your animations doesnt stretch till the end, this could cause problems. eg the Pelvis bone has translation animation where the last keyframe is at 0.0333...another keyframe needs to be put at 11.4667.

Yes, well, I used the skeleton.nif from my ...\_Male -folder... I have tried making a clean & rigged skeleton, but then the NPC is half-way below ground :D The tutorials out there are messy and unclear... Also, no matter what .nif I export from Blender (and then use NifBlend to extract the animation), it doesn't work in-game. Even if I just import 'n export without changing anything.
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Danial Zachery
 
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Post » Mon Mar 14, 2011 8:43 pm

OH, F**K ME HARD, CASSIDY! I got it to work :D It was as simple as exporting the thing as a .kf using Blender... Dumb me... I will never use NifBlend again :D It really messed things up... Now I can get back to my normal routines.
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Charlotte Henderson
 
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Post » Mon Mar 14, 2011 7:18 pm

Did you sort out the below ground problem? That can happen even when Exporting from blender, if so the fix is mentioned at the bottom here:

http://cs.elderscrolls.com/constwiki/index.php/Blender/Creating_a_Character_Animation
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REVLUTIN
 
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Post » Tue Mar 15, 2011 12:53 am

Did you sort out the below ground problem? That can happen even when Exporting from blender, if so the fix is mentioned at the bottom here:

http://cs.elderscrolls.com/constwiki/index.php/Blender/Creating_a_Character_Animation

Everything works just fine :D But I've never seen that tutorial before :ooo: Never showed up on my google searches...
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louise tagg
 
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Post » Tue Mar 15, 2011 12:26 am

Hehe, take a look at this - you might have missed this one too - gives your animations some real flavor!

http://cs.elderscrolls.com/constwiki/index.php/Facial_expressions_in_animations
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Karen anwyn Green
 
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Post » Mon Mar 14, 2011 1:17 pm

Hehe, take a look at this - you might have missed this one too - gives your animations some real flavor!

http://cs.elderscrolls.com/constwiki/index.php/Facial_expressions_in_animations

Ahh, yes, I know that one, although I have never used :D (= I have never needed it).
And just for record, I am VERY familiar with FaceGen, and I have implemented my face in the mod I am working on currently, as one of the main characters. He/me can be seen as my avatar here in the forums.
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Thomas LEON
 
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