Automats That Close

Post » Sun Aug 29, 2010 8:37 am

Awesome! I guess I don't need that 'special' script work-around anymore. Thanks All!

Now, who gets the credit? :lol:
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kelly thomson
 
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Post » Sun Aug 29, 2010 7:05 am

I would say Ghogiel, or Ghogiel / Ez0n3 if you're feeling generous :)

In Blender, it looks to me like the last frame of the close is exactly like the first frame...

Just noticed this. I think it just "looks" that way. If you duplicate 51 to 52, 51 will then look right and 52 will look like the 1st frame even though it's exactly the same as 51. It's strange.
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Cathrine Jack
 
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Post » Sun Aug 29, 2010 7:26 am

team effort.
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Lady Shocka
 
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Post » Sat Aug 28, 2010 10:46 pm

Just noticed this. I think it just "looks" that way. If you duplicate 51 to 52, 51 will then look right and 52 will look like the 1st frame even though it's exactly the same as 51. It's strange.


Perhaps that is where the extra frame comes from. Maybe its needed to allow for looping the animation or something - some kind of default or idle frame, I dunno.

I did notice that with Ghogiel's version I recieved a Geck warning:

MODELS: STAT 'UCMod\AutomatPimpin.nif' has a controller that targets the root 3D.

They both work the same in the game though.
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M!KkI
 
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Post » Sun Aug 29, 2010 11:49 am

Yeah. good looking out on that. I got it as well but just ignored it. I should have mention it. As it may cause an issue, works though :shrug:

the game for some reason throws that at you if any animation targets the root node in a nif. It works. it doesn't like it. why? dunno.

Animations from max I think will always add the root- with civ4 at least. Even if its not trying to animate the scene root at all, it still gets added to the object list.

I think the fix is simply remove the scene root from the NidefaultAVObjectPalette. in this case you can change the number of objs in that from 21 to 20, update the array, and that'll drop the last one off the list. which is happens to be the root node. That should be it. I should test that really....... would be good to know for absolute an certainty

the extra frame is still a mystery, you don't need any extra frames to loop an animation. its just a controller flag that tells it to loop or clamp.
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Veronica Flores
 
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Post » Sun Aug 29, 2010 2:20 am

I think the fix is simply remove the scene root from the NidefaultAVObjectPalette. in this case you can change the number of objs in that from 21 to 20, update the array, and that'll drop the last one off the list. which is happens to be the root node. That should be it. I should test that really....... would be good to know for absolute an certainty


Removing the scene root from the NidefaultAVObjectPallette did not resolve the issue. But removing that node (0 Dummy01) and (42 Dummy01 NonAccum) from the NiMultiTargetTransformController Extra Targets list did. I don't know why that list had an array index of 21 when only 10 were used. But I reduced the array to 8 members (thus removing the last two along with 11 unused entries) and I got no Geck warnings. At first I just removed the scene root, but then got the same warning regarding the NonAccum node.

Also, is there a better way of removing, for example, the 5th entry in an array like that that has say 10 entries without removing the last 5 then adding back the last four?
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willow
 
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Post » Sun Aug 29, 2010 1:00 am

I see. comparing the 2 nifs, mine and Ez0n3, it looks like you can probably just remove the nonaccum from the NiMultiTargetTransformController and not get the warning.
cool. So I know where that goes now as well. :)

Well not really- the easiest way to remove say the 5th entry of an array would be just to double click into the object name, as you would as if you were to enter a new one, and just hit backspace then enter. in my experience blank entries usually don't matter. except for in the where you add controller sequences to the NiControllerManager, which will insta crash if there is a blank entry. tbh honest, it is good practice make it all air tight just to be sure. I always do, so there maybe other times where it could cause a crash, because I have just avoided it by never leaving things up to chance. Afaik its all down to you adding and organising the entries by hand.

o/t I'm not sure I like 30 posts per page..... a lot went on there.... hmmm. might make tracking a particular post harder, getting lost in the fog...
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Skivs
 
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Post » Sat Aug 28, 2010 8:53 pm

Just for laughs, I pasted the anim data onto the utility door. None of pieces that I did that to disappeared. Something's telling me that it's somewhere else in the nif and not the anim. Esp since other doors have 51 frames with a time of 1.6667 don't have the vanish problem. Adding extra frames or reducing the time side-steps whatever the problem is. Not a big deal, it works - but I still want to know :)

o/t I'm not sure I like 30 posts per page..... a lot went on there.... hmmm. might make tracking a particular post harder, getting lost in the fog...

Settings -> Forums -> Number of posts to show for each topic page
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butterfly
 
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