Some trouble animating...

Post » Sun Aug 08, 2010 3:19 pm

As you can... probably tell by seeing http://i56.tinypic.com/22ayki.png, I'm not very knowledgeable when it comes to animating.

The new running animation I made plays fine... until it ends. Then all of the sudden it explodes like that. Does anybody know why that happens?

Thank you for reading. :)

That's the only problem I have with animations, I get them to work just fine but when they end they do that... :(
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Vicki Gunn
 
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Post » Sun Aug 08, 2010 8:34 am

As you can... probably tell by seeing http://i56.tinypic.com/22ayki.png, I'm not very knowledgeable when it comes to animating.

The new running animation I made plays fine... until it ends. Then all of the sudden it explodes like that. Does anybody know why that happens?

Thank you for reading. :)

That's the only problem I have with animations, I get them to work just fine but when they end they do that... :(


Could you elaborate on "animation I made"? Which animations? 1st/3rd person?
From the few words i would suspect it has someting to do with the idle.kf, with a special idle, or an animation sequence which redifines the gotobed sequence.
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Assumptah George
 
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Post » Sun Aug 08, 2010 10:17 pm

Could you elaborate on "animation I made"? Which animations? 1st/3rd person?
From the few words i would suspect it has someting to do with the idle.kf, with a special idle, or an animation sequence which redifines the gotobed sequence.

It's a new running animation 'cause I wanted to see if I could make it work better. Sorry for being kinda vague about that.
It's a 3rd person animation, and it works fine until it ends, and then everything goes floating and rotating everywhere.
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neen
 
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Post » Sun Aug 08, 2010 1:27 pm

It's a new running animation 'cause I wanted to see if I could make it work better. Sorry for being kinda vague about that.
It's a 3rd person animation, and it works fine until it ends, and then everything goes floating and rotating everywhere.


You still havn't given much information. Secret project? ;)
As you can see from my signature, I have done some animations myself. If you want you can pm me that file and I'll have a look at blender (you're using blander?)
I'm always interested in animation isues.
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GabiiE Liiziiouz
 
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Post » Sun Aug 08, 2010 10:05 pm

You still havn't given much information. Secret project? ;)
As you can see from my signature, I have done some animations myself. If you want you can pm me that file and I'll have a look at blender (you're using blander?)
I'm always interested in animation isues.

I'm going to try making it again and following more specific instructions, I was planning on reanimating a lot of things in Oblivion (no secret there), and was shocked that I actually had some talent with creating animations even though I've only made a couple. I think it has to do with drawing for nearly my whole life and studying the way the body moves and stuff.

If I need your help, I'll be sure to message you about it and send you the file. But thank you so much for offering to help! It means a lot.

There is a part of it that's sort-of secret, I guess it's what I was planning to include the animations in, than the animations themselves. But now that I think about it, if I can get them to work, I'll just release the animations as a separate mod. :)




Got that to work, (I ended up not liking the way it looked, exactly) but now I've run into another problem that may require me using OBSE.

JumpStart... is there such a thing? 'Cause I made a new jumpstart animation and I realized the game immediately transfers to JumpLoop which doesn't leave any room for JumpStart to even exist anyway.

It works if I change it into a JumpLoop animation though. *sigh*
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Tikarma Vodicka-McPherson
 
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Post » Sun Aug 08, 2010 8:49 am

JumpStart... is there such a thing? 'Cause I made a new jumpstart animation and I realized the game immediately transfers to JumpLoop which doesn't leave any room for JumpStart to even exist anyway.

It works if I change it into a JumpLoop animation though. *sigh*


Should work. You're sure you made everything right, like cycle type "Clamp"? How do you create your anims anyway? Blender?
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Dan Scott
 
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Post » Sun Aug 08, 2010 1:06 pm

Should work. You're sure you made everything right, like cycle type "Clamp"? How do you create your anims anyway? Blender?

I chose clamp, and yeah, I made it in Blender.

I imported the skeleton, put it in Blender, imported all of the parts so I could "visualize" it, made the animation (insert LocRot keyframes), exported as a .kf, chose "Cycle_Clamp" named the NiControllerSequence JumpStart, named the file JumpStart, changed the NiTextKeyExtraData, and exported from that. :shrug:

I'm gonna mess around with it.
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Cartoon
 
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Post » Sun Aug 08, 2010 10:11 pm

I chose clamp, and yeah, I made it in Blender.

I imported the skeleton, put it in Blender, imported all of the parts so I could "visualize" it, made the animation (insert LocRot keyframes), exported as a .kf, chose "Cycle_Clamp" named the NiControllerSequence JumpStart, named the file JumpStart, changed the NiTextKeyExtraData, and exported from that. :shrug:

I'm gonna mess around with it.


All ok except that you "changed the NiTextKeyExtraData". Why dont you enter "start" and "end" in Blender's Text window? Does the end key now have the EXACT time value (exact hex, not float)?
Others than that I can't see a problem without looking into it.
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SexyPimpAss
 
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Post » Sun Aug 08, 2010 7:44 pm

All ok except that you "changed the NiTextKeyExtraData". Why dont you enter "start" and "end" in Blender's Text window? Does the end key now have the EXACT time value (exact hex, not float)?
Others than that I can't see a problem without looking into it.

You can enter the time in NifSkope, so I just do that. JumpStart just doesn't work for me. :( It's not that amazing since I was just seeing if I could do it or not, but if you want I can send you the file.
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Lewis Morel
 
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Post » Sun Aug 08, 2010 9:03 pm

You can enter the time in NifSkope, so I just do that. JumpStart just doesn't work for me. :( It's not that amazing since I was just seeing if I could do it or not, but if you want I can send you the file.


I don't know how to enter the EXACT endtime with NifSkope, cause NifScope only accepts a float value, and this value is rounded and most likely not equal to the value used for the key frames.

Using different end keyframes is part of a tweak I use for my animations in http://www.tesnexus.com/downloads/file.php?id=35551 (and I got it from Umpa's sixy walk). By slightly decreasing the time of the end frame, the walk animations are slowed down to being more feminine. The drawback is that NPC's refuse to perform jumps.

Sounds familiar?
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Tamara Dost
 
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Post » Sun Aug 08, 2010 10:17 pm

Not entirely, it just never plays for me. :shrug: I don't remember it ever doing so.

So, when you click "E" (or whatever you have it configured to), it shows the character start to jump before they launch themselves into the air?

Okay, I just looked up some Jumping Animation mods, and all of the ones that I'm looking at don't seem to have JumpStart.kf's, so I guess they probably don't work. Thank you so much for trying to help and sitting with me through this! I realize I was being a little difficult, so I'm sorry, and I hope I didn't annoy you or anything.

I'm going to work on making a JumpLoop.kf that makes it look like you're jumping off the ground, and working on a JumpLand.kf too.

Thanks again!! :D
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Melissa De Thomasis
 
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