Question: How to remove animation from an activator

Post » Thu May 26, 2011 10:45 pm

I've searched the forum to my best abilities, but can't seem to find an answer to this. Note: I only know how to use the CS somewhat, I am by no means a modding expert.

What I'm looking for is a way to remove an animation from an activator (specifically: the Redoran banner that hangs on the Redoran canton in Vivec, it moves slightly with the wind). I wish to use this banner in an interior, so having it float around is a bit awkward.

If anyone can help me with this, it would be greatly appreciated.
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Da Missz
 
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Post » Fri May 27, 2011 4:16 am

try removing the script.
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priscillaaa
 
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Post » Thu May 26, 2011 9:13 pm

try removing the script.


Yeah, that's what I thought of before I posted here, but it doesn't have a script attached to it.
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Rob Smith
 
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Post » Fri May 27, 2011 8:34 am

Just use it as a "static" instead of an activator!!! ;)


TheDaywalker :rock:
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lillian luna
 
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Post » Fri May 27, 2011 12:34 am

Just use it as a "static" instead of an activator!!! ;)


TheDaywalker :rock:


Tried that as well too. I looked up the .nif and assigned it to a new static. Didn't work :(

Thanks for the help so far.
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MARLON JOHNSON
 
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Post » Fri May 27, 2011 1:21 am

It has to work!!! Either there is a scripted movement, which can be taken away by removing the script or an animated movement, which can be taken away by making it a static. This is odd!!! Make a new static and choose the xnif as artfile, but rename it to something else before with no x infront!!! xnif doesn't contain animation, so there should be no movement!!!

Can you tell me the excact name of that nif please, wanna have a look at it myself!!! :)


TheDaywalker :rock:
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lexy
 
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Post » Fri May 27, 2011 8:22 am

It has to work!!! Either there is a scripted movement, which can be taken away by removing the script or an animated movement, which can be taken away by making it a static. This is odd!!! Make a new static and choose the xnif as artfile, but rename it to something else before with no x infront!!! xnif doesn't contain animation, so there should be no movement!!!

Can you tell me the excact name of that nif please, wanna have a look at it myself!!! :)


TheDaywalker :rock:


x\Ex_V_ban_redoran_01.nif

It is very possible I have just done something wrong though, I am not an expert. I will try to rename it before I use it, thanks for the suggestion.
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Rach B
 
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Post » Fri May 27, 2011 8:10 am

Hmm, this is very strange, it is definately an animated movement, but I neither could find any xnif, kf in the x-folder on my harddrive nor on the MW CD. Can it be animation just works fine with nif file only? Nonetheless it shouldn't work as static. Have to test this myself!!!


TheDaywalker :rock:
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ezra
 
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Post » Fri May 27, 2011 1:41 am

I think the .nif file has the animation built into it, so you'd have to strip the animation out and resave it. But this is just my limited (as in next to none) knowledge speaking about .nifs.
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Cartoon
 
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Post » Thu May 26, 2011 11:57 pm

I think the .nif file has the animation built into it, so you'd have to strip the animation out and resave it. But this is just my limited (as in next to none) knowledge speaking about .nifs.


Thanks, I know nothing about .nif files, so I'll do some research and see if I can find a way to work with them.

Daywalker, thanks for your assistance so far. I'll try to edit the .nif file if I can. Hope this will work.

EDIT: Managed to remove the animation (at least, set all its properties to 0 with NifSkope). This will do the trick :)
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SWagg KId
 
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Post » Thu May 26, 2011 8:27 pm

Ok, made quick test: Bethesda's nif works even as a static and without having xnif and kf. Tested my own animation and it doesn't work as static at all, even, when I take off xnif and kf from the folder. Maybe it is coded in the game somehow, haven't any other explanation at the moment. I will take the banner into blender and export it without animation again. Check PM in some minutes!!! ;)

EDIT: Done!!! ;)


TheDaywalker :rock:
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GPMG
 
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Post » Thu May 26, 2011 9:04 pm

Ok, made quick test: Bethesda's nif works even as a static and without having xnif and kf. Tested my own animation and it doesn't work as static at all, even, when I take off xnif and kf from the folder. Maybe it is coded in the game somehow, haven't any other explanation at the moment. I will take the banner into blender and export it without animation again. Check PM in some minutes!!! ;)

EDIT: Done!!! ;)


TheDaywalker :rock:


Thank you so much, now I can move on with the rest of my project. Problem solved :)
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Elizabeth Falvey
 
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Post » Thu May 26, 2011 9:41 pm

Ok, made quick test: Bethesda's nif works even as a static and without having xnif and kf. Tested my own animation and it doesn't work as static at all, even, when I take off xnif and kf from the folder. Maybe it is coded in the game somehow, haven't any other explanation at the moment. I will take the banner into blender and export it without animation again. Check PM in some minutes!!! ;)

EDIT: Done!!! ;)


TheDaywalker :rock:


The model uses a NiBSAnimationNode, in which the animation properties are stored in the flags, instead of the .kfs with text keys, so it doesn't need a x.nif or x.kf IIRC.
So yeah, I think it's a safe assumption that the animation is hard coded. :)

Unfortunately I have no idea how to make these types of animation, perhaps it is possible with max 4 or 5 , IDK though, as I unfortunately use a later version of max. :(
To remove the animation in NifSkope you just delete the NiBSAnimationNode.
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Causon-Chambers
 
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