Creature Animation Problems

Post » Fri May 13, 2011 7:22 pm

Okay so here's the thing. I'm working on a new creature and animation in Blender. Everything looks and plays fine, and everything exports fine. To test the animation, I open up the skeleton in Nifscope and apply the animation and everything plays out fine too. Now, if I add the my creature into the GECK, I get these errors...

ANIMATION: AnimGroup unable to find sequence 'mtidle' in model 'd7Covy\REMOVED\mtidle.kf'.
ANIMATION: Animation group note problem. See EditorWarnings.txt file.
ANIMATION: AnimGroup unable to find sequence 'mtforward' in model 'd7Covy\REMOVED\mtforward.kf'.
ANIMATION: Animation group note problem. See EditorWarnings.txt file.
ANIMATION: Bad InitAnimation for Creature 'd7CovyREMOVEDskeleton' (00000849). Missing 'Idle' animation.

Upon closing out of the GECK I get these...

ANIMATION: 1 0 1 d7covy\REMOVED\mtforward.kf
ANIMATION: 1 0 1 d7covy\REMOVED\mtidle.kf

I have absolutely no idea what going wrong. As I mentioned everything looks and works fine in both Blender and Nifscope. I've been following this http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Creature#Creating_Animations.

If anyone would happen to know whats going on and or how to fix this, it would be much appreciated.
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Alisia Lisha
 
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Post » Fri May 13, 2011 4:49 pm

Sounds like you are missing several animations. do you have mtidle and mtforward?
what does the EditorWarnings.txt file actually say?

my creature has mtforward.kf in a sub folder called locomotion. I just did what vanilla creatures did in structure, kf names and sequence names.
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louise fortin
 
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Post » Fri May 13, 2011 11:22 am

Yep, I have both .kf present in the my data folder. They even show up under the animation list for the creature, yet the animation won't play and I still get those errors.
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Tanya Parra
 
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Post » Fri May 13, 2011 2:59 pm

sequence names= Idle and Forward respectively?
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Kortknee Bell
 
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Post » Fri May 13, 2011 2:41 pm

Yep
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Mrs shelly Sugarplum
 
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Post » Fri May 13, 2011 5:44 am

unless the EditorWarnings.txt says anything useful. I'll need to see at least a kf and skeleton
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DeeD
 
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Post » Fri May 13, 2011 8:29 am

Okay so here's the thing. I'm working on a new creature and animation in Blender. Everything looks and plays fine, and everything exports fine. To test the animation, I open up the skeleton in Nifscope and apply the animation and everything plays out fine too. Now, if I add the my creature into the GECK, I get these errors...


Blender and Nifskope are both not FO3 specific and as such things may function in them and not in-game because these products need to keep functionality over multiple products and as such will NOT catch 90% of the errors you can create this is especially true for Blender exported files that seems to have nothing but errors unless you do everything in Blender 100% correctly even one mistake will completely fubar a file coming out of Blender.

ANIMATION: AnimGroup unable to find sequence 'mtidle' in model 'd7Covy\REMOVED\mtidle.kf'.
ANIMATION: Animation group note problem. See EditorWarnings.txt file.
ANIMATION: AnimGroup unable to find sequence 'mtforward' in model 'd7Covy\REMOVED\mtforward.kf'.
ANIMATION: Animation group note problem. See EditorWarnings.txt file.


These are usually fubared.kfs IE: files that are not set up correctly to function within whatever animation set they belong to.

ANIMATION: Bad InitAnimation for Creature 'd7CovyREMOVEDskeleton' (00000849). Missing 'Idle' animation.


This is because you did not place your MTIdle into the base folder or the MTIdle is fubared and the game rejects it use.

Upon closing out of the GECK I get these...

ANIMATION: 1 0 1 d7covy\REMOVED\mtforward.kf
ANIMATION: 1 0 1 d7covy\REMOVED\mtidle.kf


already mentioned above these files are fubared in some way.

I have absolutely no idea what going wrong. As I mentioned everything looks and works fine in both Blender and Nifscope. I've been following this http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Creature#Creating_Animations.

If anyone would happen to know whats going on and or how to fix this, it would be much appreciated.


As Ghogiel mentioned access to the files would be required to know whats wrong.
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Imy Davies
 
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Post » Fri May 13, 2011 6:14 pm

When in doubt, verify that your file paths and the structure of your file match vanilla files exactly. Take some time to study how Beth's files have been set up and look for discrepancies. A lot of your errors can be solved by careful comparison, which is why it is necessary to see the files in order to understand what is wrong with them.

The fact that they work fine in Blender and NifSkope doesn't guarantee that they will work in the Geck or in-game. Blender only understands Blender files. NifSkope only understands whether or not the exported files conform to specific file requirements, not whether or not they are located in the correct directories and meet game-specific requirements.

The game and Geck use these files in very specific ways, searching specific directories in a specific order looking for specific variables. Some of the routines used by the engine use simple text search and substitution which is why you sometimes need to give your files specific names and locate them in specific directories. In order for your files to work, all of these requirements have to be met. Blender and NifSkope just help you create the files; you still have to set them up properly for the game, which is why you need to study vanilla files.

@SaidenStorm: I'm not sure having to do everything in Blender 100% correctly is a bad thing. Having correct files is a good thing, right? :P
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M!KkI
 
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Post » Fri May 13, 2011 5:18 am

@SaidenStorm: I'm not sure having to do everything in Blender 100% correctly is a bad thing. Having correct files is a good thing, right? :P


Only mentioning that Blender is very unforgiving to mistakes :).
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Lily
 
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Post » Fri May 13, 2011 2:59 pm

Well I finally got animations to work in the GECK without any errors. What I do get is my animation distorting my creature : (

http://i281.photobucket.com/albums/kk221/divine_crusader/withoutanim.jpg?t=1278020780

http://i281.photobucket.com/albums/kk221/divine_crusader/withanim.jpg?t=1278020781

And that's without ANY translations. I keyframed 1 and 101 without appling any movement to see what it would do, exported, and it still does this. I figured it was a mess up with the rigging or skeleton, so I started over from scratch, completely redid all the bones and rigging. Same thing happens.

Any thoughts?
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Isabella X
 
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Post » Fri May 13, 2011 5:36 pm

I'm sure I have come across many topics regarding similar issues with blender animation export. this all sounds familiar, there is another topic with what sounds exactly like this issue a few posts down from this one. I get the feeling its the same thing.

I don't use blender, So I'm not going to be much particular help there.
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JUDY FIGHTS
 
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