Walk Animations

Post » Sun May 29, 2011 3:33 am

I have been trying to put a walk animation on a creature, I've gotten other animations to work fine. (attacks, etc,.)

However the walk anims, are causing the creature to move sideways, instead of moving forward like they should. (in game it moves sideways, in Nifskope, it walks the path it should, but the skeleton turns 90 degrees to the right..)

I've read a number of tutorials, some slightly address this, but according to most, it shouldn't be happening using the Civ4 exporter.. I used the accumulate translations, X and Y as suggested in Saidens tut. I've tried about everything I can think of.

(The animations are of course fine in 3ds Max, I'm using the latest Niftools, and Civ4tools, with max 8..)
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Sarah Edmunds
 
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Joined: Sat Jul 08, 2006 8:03 pm

Post » Sat May 28, 2011 8:32 pm

Thats a very common problem. I have never understood where it is between the import/export Tools, but it's easy to fix.
In Blender, which I use, you rotate BIP01 by (-?) 90 degrees along z. But then the walk can be sideways there.
Then I go to NifSkope:
- Click 0 NiControllersequence
- In Blockdetails unfold "Controlled Block"
- Look for Bip01 and unfold
- Look for 1st Interpolator ... (NiTransforminterpolator)
- In this block () look for rotation.
- Press twice on the values (until you see "Euler") and change Rotation ('R') by 90 degrees
(I have forgotten which direction (+/-) but you will find out :wink_smile: )
- Press another line (so the change will get effective) and save

Hope that helps for creatures as well
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Rob
 
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Joined: Fri Jul 13, 2007 12:26 am

Post » Sat May 28, 2011 4:12 pm

Thats a very common problem. I have never understood where it is between the import/export Tools, but it's easy to fix.
In Blender, which I use, you rotate BIP01 by (-?) 90 degrees along z. But then the walk can be sideways there.
Then I go to NifSkope:
- Click 0 NiControllersequence
- In Blockdetails unfold "Controlled Block"
- Look for Bip01 and unfold
- Look for 1st Interpolator ... (NiTransforminterpolator)
- In this block () look for rotation.
- Press twice on the values (until you see "Euler") and change Rotation ('R') by 90 degrees
(I have forgotten which direction (+/-) but you will find out :wink_smile: )
- Press another line (so the change will get effective) and save

Hope that helps for creatures as well


That fix is Blender specific because of the Blender Import Scripts do not do something as simple as combine the Bip01 and Bip01 NonAccum nodes data into just a Bip01 node (as it should be) Also the Blender Cordinate System is FUBAR and is not equal to any games Cordinate system, this does not effect Max because Max's Cordinate system is what 99% of all games are created with -> if this is happening with Max the problem is 100% your setup in Max -> The Creature is most likely facing the wrong direction when you enter Top View the creature should be facing UP to the top of your monitor, the +Y Axis or you changed something and it was not reflected in every animation.kf file.

Its hard to pin-point the exact issue without the Max Scene.
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BRAD MONTGOMERY
 
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Joined: Mon Nov 19, 2007 10:43 pm

Post » Sat May 28, 2011 4:09 pm

That fix is Blender specific because of the Blender Import Scripts do not do something as simple as combine the Bip01 and Bip01 NonAccum nodes data into just a Bip01 node (as it should be) Also the Blender Cordinate System is FUBAR and is not equal to any games Cordinate system, this does not effect Max because Max's Cordinate system is what 99% of all games are created with -> if this is happening with Max the problem is 100% your setup in Max -> The Creature is most likely facing the wrong direction when you enter Top View the creature should be facing UP to the top of your monitor, the +Y Axis or you changed something and it was not reflected in every animation.kf file.

Its hard to pin-point the exact issue without the Max Scene.


Yeah, I've tried the Blender fix, it was mentioned in a few tutorials, and It didn't work.

@Saiden, Both my model(it's a humanoid creature not sure if that matters), and it's skeleton are faced correctly in Max. The animation were not altered, they were designed just for the model I am using. (The only thing I can think of, is something is going wrong on export, perhaps a version specific issue with a plugin, or an XP64 issue(my OS), it's hard to tell..)
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Lisa
 
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