Issue with aniamtion import

Post » Tue May 17, 2011 2:05 pm

Hello!

Trying to make a pose or two with Blender/Nifscope. Third try was not a complete failure but I need to stop the NPC from turning its head towards the player.
I don't mind reading a tutorial or manual but I hate trying to find the right one. Help anyone.

Cheers! Oom
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Lil'.KiiDD
 
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Post » Tue May 17, 2011 2:17 am

I doubt this is possible per animation. You will have to script that
NPCRef.look NPCRef


Hope that helps.
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Poetic Vice
 
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Post » Tue May 17, 2011 4:24 am

I think the request for the exact opposite of that! [ ... need to stop the NPC from turning ... ]

The answer may be in setting bone priorities so that the head turn is overridden by the rest of the upper body. I'm not an expert on that bit, so I'll let others chime in. There are also settings in the CS for what part of the skeleton the animation affects, http://cs.elderscrolls.com/constwiki/index.php/Idle_Animations, so there may be scope for change there. Maybe setting "Special Idle" will avoid the head turn?
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Rach B
 
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Post » Tue May 17, 2011 1:08 am

I think the request for the exact opposite of that! [ ... need to stop the NPC from turning ... ]


This is NOT the opposite. The NPC is forced to look at HIMSELF, so doesn't look at the player anymore.

The answer may be in setting bone priorities so that the head turn is overridden by the rest of the upper body. I'm not an expert on that bit, so I'll let others chime in. There are also settings in the CS for what part of the skeleton the animation affects, so there may be scope for change there.

I don't think bone priorities can totally overrule head-tracking. I've once tried to change arm movement during walk using bone priorities, and it did not work. And what CS settings are you talking of?
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Calum Campbell
 
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Post » Tue May 17, 2011 2:53 pm

Hello fore!

Well, I use a existing mod, EFGAddPose v0.4a, as a testbed and replace one of the .kf-files, So any script should be unchanged.
The original files has a stationary head and mine have a moving head. It has to be something in the in the .kf-file.


Hello ghastley!

The "NiControllerSequence" is set to "SpecialIdle_...." so it's probably something with the bones as you suggests.

Cheers! Oom
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Hazel Sian ogden
 
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Post » Tue May 17, 2011 9:44 am

OK, you made me curious.
Maybe, ghastley is right and it is controlled by the bone priotities. I checked some EFG anims and the template.kf provided with the mod (do you start from there?) and they all have a head bone priority of 96.

On the other hand, the EFGAddPose Readme says (translated with Google):

4. Known Bugs- From neck (Neck/Neck1/Head) bent me.


Whatever that means.
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Matt Gammond
 
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Post » Tue May 17, 2011 8:04 am

Turning up the priorities for neck, neck1, and head make a significant difference. The head is now still. Thanks fore!
A big problem remain however the NPC has it head buried in the chest. It is about 90 degres off.
The pose has the NPC laying on it's back and i thought the head angle was because it was trying to look at the player.
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Kirsty Wood
 
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Post » Tue May 17, 2011 7:16 am

Futher testing have shown that bone priority is not enough to stop the head from turning. Like you say fore.
I made a pose with the npc turning the back towards the player and priority 96 from spine to head was not enough to keep the NPC from trying to twist and look at the player.
So there must be something else.
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Yvonne Gruening
 
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Post » Tue May 17, 2011 1:05 pm

Hi, Ooom. I'm sure now, that it cannot totally be achieved by animation.
Go to the mod. There is a directory others/efg, which contains a blender base mesh, a template kf and a long text file. The Google translation is between EXTREMELY hard and not understandable at all. But you can figure out, that 100% intended results are not obtained with this (quote) "pseudo force [censored] system" :)
If you want to follow your path you might try to read this text file. There is also an article on Nexus which could be of help http://www.tesnexus.com/articles/article.php?id=281#

Wish you luck.
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Jani Eayon
 
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Post » Tue May 17, 2011 6:14 am

Well it can\t totally be achieved by script either. Then changing just the kf-/file would work,
Thanks for your help fore! I will try a new post with a more specific title.

Cheers! Oom
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Bethany Watkin
 
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Post » Tue May 17, 2011 9:08 am

Well it can\t totally be achieved by script either. Then changing just the kf-/file would work,
Thanks for your help fore! I will try a new post with a more specific title.

Cheers! Oom

Ok. But I'm interested why you say that scripting doesn't work. I'm doing it, and it works perfectly.
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Andrew Tarango
 
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Post » Tue May 17, 2011 2:29 am

I don't know what script is being used by EFG. I only changed the kf-file. It looks like the skeleton and/or model being used when creating the kf affects the result. With "Animation base file"-skeleton by UK47 and the priority turned up the body was rigid, same skeleton on a EyeCandy body and I got bad results. Have to learn more about Blender to figure this out.

Cheers! Oom
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Susan
 
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Post » Tue May 17, 2011 8:41 am

I don't know what script is being used by EFG. I only changed the kf-file. It looks like the skeleton and/or model being used when creating the kf affects the result. With "Animation base file"-skeleton by UK47 and the priority turned up the body was rigid, same skeleton on a EyeCandy body and I got bad results. Have to learn more about Blender to figure this out.

Cheers! Oom


It is not much about Blender you have to learn, it's a matter or trial and error tweaking specific animations. You should really try to read EFG's file I already mentioned (named 自作モーション作成チュートリアル for Blender.txt). There he seems to write a lot about his (bad) experiences with creating his animations. Like "Always keep the neck is bent in the direction of Bip01". You might really get some interesting insight.

And about changing his scripts. It's only a total of 6 lines (without betting my house on this). In EFGAICdummy1Script add the lines denoted with ";;; XXXXXX ;;;"

scn EFGAICdummy1Script; ACTORS IN CHARGE by EFG; main menu scriptref target    ;;; XXXXXX ;;;............Begin ScriptEffectUpdate...........; EXIT & REMOVE DUMMY SPELLS & RESET ANIMS	If ( Counter == 4 )		If ( IsIdlePlaying == 0 )			If ( GetSelf != player )				removeitem EFGAICamulet 1				set target to getself	;;; XXXXXX ;;;				target.stoplook	;;; XXXXXX ;;;			Endif.......; EXIT & DO NOTHING	If ( Counter == 3 )		If ( GetSelf != player )			removeitem EFGAICamulet 1			set target to getself	;;; XXXXXX ;;;			target.stoplook	;;; XXXXXX ;;;		Endif.........


And in EFGAICspellTouchScript add one line

	SelfRef.look SelfRef


I'm totally stunned that EFG has not figured it out himself. But at least I make one (last) effort to convince you. ;)
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ZzZz
 
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Post » Tue May 17, 2011 8:29 am

I'm convinced alright but, I'm not to keen on messing around with scripts in CS. Might try it.
I was not able to get the translation program to work with the text file
And I have figured out that the result is pose dependent as EFG say.

http://www.gamesas.com/index.php?/topic/1119601-prproblem-with-making-poses-please-help/.

Thanks! Oom
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Erin S
 
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