Animation Trouble.

Post » Mon Feb 22, 2010 9:13 am

Ok, so I've created my first real re-modelled creature, and I have a slight problem:

So, my http://i908.photobucket.com/albums/ac285/Rellac/Packalit.png is all done and dusted, but I don't know what to do about the animation. how would I go about this? I know I an't just use the alit animations, because I get errors, and the infamous !'s. Any ideas?
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Tamara Dost
 
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Post » Sun Feb 21, 2010 11:39 pm

Could you elaborate a bit, what kind of errors you get? Why not use the vanilla animations? If you just added some package to the creature, there is no need to alter the animations at all. You'd just need a script like that of the packrat to make it work. :)


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SUck MYdIck
 
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Post » Mon Feb 22, 2010 9:59 am

Ok, sorry, I was using the basic Alit's x files, but I've managed to save my own version as the x files instead. but now, for some reason, I'm getting can't find texture errors. All my textures point to the bsa archive, and should work, but I can't even check anything, because both the CS and Morrowind will CTD when I get close.

I have a feeling that the problem may have to do with the pack meshes not being attached to the alit in any way, and have no clue how to do this.
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James Wilson
 
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Post » Mon Feb 22, 2010 12:06 am

If you want to add stuff to a creature, just copy branch of the items and paste branch onto the creatures root bone in NifSkope. Best begin with the nif and once you've placed all items at the right position apply their transformations and then copy them into the xnif the same way. Other alternative alter the nif, import into Blender and just export again as nif, xnif, kf!!! ;)


TheDaywalker :rock:
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hannaH
 
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Post » Mon Feb 22, 2010 4:53 am

Whenever I try to paste something in I get a "Failed to map parent link" error. I tried removing the whole spine first, but still nothing.

I've tried exporting the pack to obj, and then back into its own nif, but when I try to paste that in, I get a "Nif Versions Differ!" error.

I've tried importing the pack obj, but that's what I did to begin with, and I'll still have problems.
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Olga Xx
 
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Post » Mon Feb 22, 2010 12:57 am

Managed to get the animation working... I just imported the obj of the pack, copied each part, pasted it in place, deleted the originals, then deleted what I didn't need.

But I still have trouble trying to animate.

Should I be saviing the file I created with the pack on as "xPackAlit.if" and "xPackAlit.kf"?? When I do this, I ctd, and when I take the files from the standard Alit, I just get !'s
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BrEezy Baby
 
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