Animation crash

Post » Fri Mar 25, 2011 3:16 am

Okay, Im trying to make my equip animation for one handed weapons. Toruble is it crashing my game when it plays.

I can see it in the CS, however the animation doesnt play properly (aka, not what it looks like in nifskope). I think from testing that the crash happens at the end of the animation in-game.

I have checked the text keys on it...but really dont know any other reasons why. :shrug:


any ideas?
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GRAEME
 
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Post » Thu Mar 24, 2011 6:07 pm

Okay, Im trying to make my equip animation for one handed weapons. Toruble is it crashing my game when it plays.

I can see it in the CS, however the animation doesnt play properly (aka, not what it looks like in nifskope). I think from testing that the crash happens at the end of the animation in-game.

I have checked the text keys on it...but really dont know any other reasons why. :shrug:


any ideas?


Hi da mage,

If you send me the files in question, I can take a look at them for you. I'll need the animation kf, nif, and preferably any textures as well.

Koniption
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Eoh
 
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Post » Thu Mar 24, 2011 6:28 pm

Okay, Im trying to make my equip animation for one handed weapons. Toruble is it crashing my game when it plays.

I can see it in the CS, however the animation doesnt play properly (aka, not what it looks like in nifskope). I think from testing that the crash happens at the end of the animation in-game.

I have checked the text keys on it...but really dont know any other reasons why. :shrug:


any ideas?


If your animation is trying to target the weapon itself http://www.gamesas.com/index.php?/topic/1106364-idea-extendable-weapons/, otherwise you can provide a link to the anim to see whats wrong.
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Julie Ann
 
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Post » Thu Mar 24, 2011 9:30 pm

Okay, here is the animation and the skeleton. weirdly, it does not crash the game if played on the normal skeleton, only crashes when its used with a character using my centaur skeleton. Leads me ot think it might be a skeleton issue rather then the animation. I put both into the file:

http://www.4shared.com/file/16wo-HOA/equip.html
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sarah
 
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Post » Thu Mar 24, 2011 12:09 pm

At first glance I noticed you did not follow Oblivion/Gamebryo standards for naming and skeletal setup's.

1) Remove the TotalScalar bone or at least move it to after the Bip01NonAccum node as the game expects the first 2 nodes past the Scene Root to be Bip01/2 and Bip01/2 NonAccum -> several functions of the game engine look for these bones specifically, which leads to...
2) the Game expects the NonAccum node to be named either Bip01 NonAccum or Bip02 NonAccum not Bip01 NonAccumHorse.

You can also preform the Function you were using the TotalScalar node for with the Reposition Node as its perfectly aligned to the Scene Root still at its position after the NonAccum.

I was able to get the skeleton and a mesh of my own making into the game and working, the anim played no crashing weapon equiped and creatures began to kill me ~~ your anim is a little off though as it makes the creature lay on its side and is reversed, there was another much worse issue in that any game I saved with one of the creatures in it would be instant crash on trying to reload that save I am not sure what was causing that behavior.

Using them as the player was the same no real issues beyond the fact I did not have any real meshes nor did I have the player set up to be a Cent -> I just used an old mod of mine that allowed the Player to play as the Mehrunes Dagon Race as this slotted right in just the skeleton and anim.
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Jynx Anthropic
 
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Post » Thu Mar 24, 2011 4:56 pm

Yep, I did orginally have the NonAccum in the second position, but I hit a big problem with it. Seems that if I put it there, then the head was rotated to weird angles, to do with the looking when NPCs are around. I asked around for ages but nobody really had a clue what to do about it, except putting it back in front of the pelvis again.

Calling a bone whatever you like doesnt seem to have any effect on the game...some are special (like bip01, NonAccum, Head etc) but otherwise it seems to be free rein on what you call them. So calling a bone Bip01 NonAccumHorse shouldnt have any problem.

The weirdness of the animation would have happened if you removed the NonAccumHorse bone.


I can PM you the current full testing version if you want to go over it in more detail. Quite frankly, I know next to nothing about skeletons, and I only have nifskope to work with on them.
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Jade Payton
 
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Post » Thu Mar 24, 2011 8:47 pm

Yep, I did orginally have the NonAccum in the second position, but I hit a big problem with it. Seems that if I put it there, then the head was rotated to weird angles, to do with the looking when NPCs are around. I asked around for ages but nobody really had a clue what to do about it, except putting it back in front of the pelvis again.

Calling a bone whatever you like doesnt seem to have any effect on the game...some are special (like bip01, NonAccum, Head etc) but otherwise it seems to be free rein on what you call them. So calling a bone Bip01 NonAccumHorse shouldnt have any problem.

The weirdness of the animation would have happened if you removed the NonAccumHorse bone.


I can PM you the current full testing version if you want to go over it in more detail. Quite frankly, I know next to nothing about skeletons, and I only have nifskope to work with on them.


Short of taking all of the assets into Max/Blender setting them up and exporting them correctly so they are 100% Oblivion Compatible I am not sure what else you could do other then to just Re-do that animation since its the only (?) one giving you issues.

As for the Wierdness It happened to the skeleton you sent before I altered it to make it compatible with the game.
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Kayla Oatney
 
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Post » Thu Mar 24, 2011 4:55 pm

okay, just did more testing. That same animation is crashing the regualr skeleton....maybe it was working before on a fuke or something.

soo.....im thinking its something in the animation that controls when the weapon is taken from the sideweapon bone to the weapon bone, thati s causing the crash. The weird thing is, I made a bow equip animation just fine :shrug:

EDIT: I had someone else test it, they got the same crash at the same palce as me...
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celebrity
 
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Post » Thu Mar 24, 2011 11:34 pm

okay, just did more testing. That same animation is crashing the regualr skeleton....maybe it was working before on a fuke or something.

soo.....im thinking its something in the animation that controls when the weapon is taken from the sideweapon bone to the weapon bone, thati s causing the crash. The weird thing is, I made a bow equip animation just fine :shrug:

EDIT: I had someone else test it, they got the same crash at the same palce as me...



I just ran through the entire CharGen quest until I got out of the prison/sewers with your skeleton and anim running constantly equiping/unequiping 1hand weapons and did not crash once, not easy in 3rd person using your stuff considering your character is pretty much not visable off your skeleton using the normal anims -> maybe the problem lies in what weapon your equipping or some other scripts you have running or the process you set up for the player to be able to be a cent.
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Guinevere Wood
 
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Post » Thu Mar 24, 2011 5:18 pm

Hey guys,

Can the crashing be because your (da mage's) onehandequip.kf is lacking the data for the Bip01 NonAccumHorse node - the equivalent of the plain Bip01 NonAccum node in vanilla skeletons? I looked at that kf and also some other kfs, and they lack any reference to that block.

Others that miss this block are at least a couple of the onehand casting animations, for the centaur. There are probably more without this block, too.

I have not tried setting up the onehandequip.kf with a NonAccum node on my end to test it out that way. But do try that out, da mage, and see if it solves the crashing issue.

Koniption
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Talitha Kukk
 
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Post » Thu Mar 24, 2011 4:20 pm

here, SaidenStorm, this is the package i sent to my tester.
http://www.4shared.com/file/6H2mNj4u/CentaurFull250710.html

Install:
Copy to Oblivion\Data directory and follow above instructions.

Unistall:
Delete the two .esp's and the meshes\DMCentaur folder.

Activate the CENTAUR.esp and CENTAURPlayer.esp and pick the centaur race from the race menu.


But I dont know what going on here, there isnt any scripts that would cause an issue, it isnt a mod conflict. Maybe with the full package you'll have a better chance of seeing whats wrong.

EDIT: Further testing:
I put the normal one hand equip and one hand idles in instead of my animation....guess what....still crashed. This entirely rules out the animations being the problem.
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Khamaji Taylor
 
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Post » Thu Mar 24, 2011 1:55 pm

here, SaidenStorm, this is the package i sent to my tester.
http://www.4shared.com/file/6H2mNj4u/CentaurFull250710.html



But I dont know what going on here, there isnt any scripts that would cause an issue, it isnt a mod conflict. Maybe with the full package you'll have a better chance of seeing whats wrong.

EDIT: Further testing:
I put the normal one hand equip and one hand idles in instead of my animation....guess what....still crashed. This entirely rules out the animations being the problem.


I found out what the issue was, oddly enough it was pretty much every other animation except for the equip :), I am fixing up the animations and since my Son was having a blast running around as a HorseMan !! as he calls it, I was going to create a character setup profile for prioritizing all of the anims bones so the blend correctly, if you want those anims I can send them back it will take some time though as it takes quite some time to setup everything, but after I am done with the setup all I have to do is make sure the anims are named correctly and it will process and spit out perfectly working anims.

If you want to do the fix yourself what you need to do it go over every OneHand anim and make sure that the Active Sequence Names are correct (most aren't) and go over all of the Sequence Tags and correct them as well (again most are not correct, they are actually most set up like an equip anim -> guess thats a drawback from cut and paste using Andrew Maneri's Anim Wrapper).
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Bedford White
 
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Post » Fri Mar 25, 2011 4:16 am

Oh....your right.....all the text keys are set to the same as the 'equip' text keys.

I missed one of the steps when creating these animations I guess.....thats quite easy for me to fix in nifskope.

EDIT: Tested and that is indeed the problem.
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ladyflames
 
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Post » Thu Mar 24, 2011 7:17 pm

I couldn't re-prioritize the animations because your creature isn't compatible with animations that are 100% Oblivion Compliant for some reason whatever your doing to them once they run through and get re-written without the errant bits they no longer function the Movements no longer move and all anims are rotated 90 degrees to the left -> very odd.
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m Gardner
 
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Post » Thu Mar 24, 2011 9:53 pm

EDIT: Scratch that, just another little mistake that I found and fixed.
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TWITTER.COM
 
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