Two animation questions.

Post » Tue May 17, 2011 11:29 am

I'm following an http://www.tesnexus.com/downloads/file.php?id=28326. While trying to apply what I've learned, I've come up with a couple questions.

1) When importing the base skeleton.nif and a corresponding keyframe file (.kf), I get some strange results. I can't really describe it, but some of the body parts stretch off into the background. Here's a screenshot:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation01.png
What is causing this? Is it a problem with the mesh/skeleton/animation file? Or the way I'm importing them? Here's a screen of the nifscripts settings I'm using when importing:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation03.png

2) On a somewhat unrelated note, but still animation related, I noticed that some of the animation files have different/additional data in the Text Editor than just ?/start & ?/end. Again, a screen (red circle) of what I'm refering to:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation02.png
What is the additional data, and do I need it if I'm going to make my own custom moving/combat animations?


Thanks.
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Sian Ennis
 
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Joined: Wed Nov 08, 2006 11:46 am

Post » Tue May 17, 2011 2:24 pm

the first thing, looks like unweighed verts, but i have no idea what happens in blender in that scenario. So i would say it's an issue with the model , more specifically the skin.

the additional text keys are sound keys to play foot step sounds.
and/or morph keys that are used to synchronize 2 animations on the specific keyframe you want it to, in this case i guess between a left/right foot forward in between a run/walk animation.
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JUan Martinez
 
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Joined: Tue Oct 16, 2007 7:12 am

Post » Tue May 17, 2011 4:38 pm

I'm following an http://www.tesnexus.com/downloads/file.php?id=28326. While trying to apply what I've learned, I've come up with a couple questions.

1) When importing the base skeleton.nif and a corresponding keyframe file (.kf), I get some strange results. I can't really describe it, but some of the body parts stretch off into the background. Here's a screenshot:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation01.png
What is causing this? Is it a problem with the mesh/skeleton/animation file? Or the way I'm importing them? Here's a screen of the nifscripts settings I'm using when importing:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation03.png

2) On a somewhat unrelated note, but still animation related, I noticed that some of the animation files have different/additional data in the Text Editor than just ?/start & ?/end. Again, a screen (red circle) of what I'm refering to:
http://i156.photobucket.com/albums/t29/Redsand_01/BlenderAnimation02.png
What is the additional data, and do I need it if I'm going to make my own custom moving/combat animations?


Thanks.


1) The "spikes" are caused by "strange" LOC values in the forearmtwist bones, which apparently can only be set by 3DS Max, and are imported this way by the Blender NIF scripts. You can safely change these values to 0 (I've done it in my animations, and people seem happy). I have never understood why, although a very knowledgable guy has tried to explain http://www.gamesas.com/index.php?/topic/1119311-strange-use-of-float-min-in-standard-animations/page__p__16458550__fromsearch__1&#entry16458550

2) For a detailed text key overview see http://www.truancyfactory.com/tutorials/animation_textKeys.html
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Kelly James
 
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Post » Tue May 17, 2011 3:35 pm

OK thanks for the replies. They've helped a lot.
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kennedy
 
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