New Animations Through Nifskope

Post » Fri Dec 03, 2010 8:12 pm

I'm playing on using the Zak's Eye model and making it have the ability to attack. So I thought I should start with adding the new animation's because I heard that If a model doesn't have the animations it just won't do those. So I opened Idle, as it would have the exact same look as I wanted the aim to be. I loaded it in nifskope, but for some reason I can't really change the text for that part like and oblivion model, and the number value it gives me only has Bip01 Head, end, Idle, NiTransformerController, Bip01, Bip01NonAccum, and start. How do I change this value so it can be read as aim?

Also, sorry for another topic so soon.
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Louise Dennis
 
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Post » Sat Dec 04, 2010 3:09 am

I'm playing on using the Zak's Eye model and making it have the ability to attack. So I thought I should start with adding the new animation's because I heard that If a model doesn't have the animations it just won't do those. So I opened Idle, as it would have the exact same look as I wanted the aim to be. I loaded it in nifskope, but for some reason I can't really change the text for that part like and oblivion model, and the number value it gives me only has Bip01 Head, end, Idle, NiTransformerController, Bip01, Bip01NonAccum, and start. How do I change this value so it can be read as aim?

Also, sorry for another topic so soon.


Sting Values are stored in the Header this time and referenced through their index # within that array.
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saxon
 
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