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Nadimos

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Posts posted by Nadimos

  1. Shouting and all sounds cool. That there will be a language , too. I like that. I mean, hey, you want to stick with the fights in oblivion or what? :laugh: This is gonna be an awesome immersive experience!
  2. No one can tell you. You have to play it yourself. Overall i would not rate as must-have, but if you play it, it might be you like it more then fallout 3. ^^ PS: That the music is bad, is no real argument for me, since there are many radio mods and you can make one yourself aswell.
  3. Good to know, which reminds me of question i had regarding uv mapping, i thought it is better then having a new thread in here. If you have splitted the screen in blender accordinglz to on the left being the 3d view of the mesh and on the right the uv window and you are in the uv window to the right, selecting individual islands, then i had it once, that as soon you would select an individual island, it would be also marked in the 3d view of the mesh on the left, but due to reasons unknown i somehow lost that functionality. Is there anyway to get it back? Thanks.
  4. Now I see a few things which confuse you.

     

    1st: the character is above the ground. I don't know where it comes from, maybe the export options. MAYBE SOMEONE ELSE KNOWS (LHammond?)

    (I have attached this pic to my last post, but apparently it was simply swallowed)

    blenderimport.jpg

     

    Anyway: after import BIP01 z loc should be about -6.741, NonAccum z loc around 6.3 (to be slightly above the ground). If import doesn't do that for you, you have to do it.

     

    This is, if i import the skeleton.nif from fallout new vegas.

    http://www.ukimagehost.com/view/50ab18b0ab97bf33.jpg

    I put a cube in there so you can see the height. 13 ish something.

     

     

    2nd: you seem to believe that you have to use rotation in order to place your character. That is wrong. Animation /Poses have to work in every direction. If you want the pose go into a specific direction, you have to do it in-game: via CS script or console (command "Setangle z nnn"). So no need to change rotation in NifSkope or Blender.

     

    Thanks, I did not know about the command before. Could try that as a temporary workaround, i guess.

     

    Btw in the tutorial of fo3nexus the body is on the ground in blender and nothing else mentioned, so im quite bestranged.

     

    Export settings and everything is correct.

     

    Anyone who can help with this?

  5. Thank you so much, i think i got most of the remarks covered now.

     

    I thought, i am just gonna post some screens.

     

    This is the original file from the fallout nexus opened in blender, that i do my animation with, without any alteration.

    I hope the the location of the nonaccum can be seen. I do not rotate it, nor do i touch the bip01.

     

    http://www.ukimagehost.com/view/50ab18b08435d000.jpg

     

    And this is what i want to do with it. The furniture is acting only as a reference.

     

    http://www.ukimagehost.com/view/50ab18b085e8ea17.jpg

     

    What now?

     

    Do i put the nonaccum higher and by what amount?

     

    Or do i finalise height and rotation, if necessary, in nifskope?

     

    And another question regarding the workflow. Can i just replace my old .kf in the folder and then load the game again to see the changes or is it necessary to open the geck first? Thanks!

  6. Eat some mushrooms in the forest, then the game should become quite colorfull aswell.

     

    BE CAREFULL THO, POEPLE HAVE DIED BECAUSE!!!!!!!

     

    ***SERIOUS***

     

    Or do this. :wallbash:

     

    Sooner or later there will be colour and glow, i am almost certain of it. :wacko:

     

    Nah, have you played the shivering isles?

    Whatever you describe sounds pretty much like it.

  7. Yes , certainly i would like to date with a dragon and have a romance, not.

     

    Ack Kendo. They did not even manage finnish the LOD in the Lucky 38 Bar.

     

    Or maybe it is a bug only i have. Dunno.

  8. Should i make a new topic with this about object poses and getting it to work ingame?

    I want to get it to work and then put it out there onto the wiki.

    Poeple who can do all this apprently dont care so apparently i have to do it.

    What better person then an idiot to write and idiot guide,right.

    ;D

     

    Still i would appreciate some help in this.

     

    Gotta get this to work.

  9. Typo. I ment .kf not .nif the .nif was fine from the beginning. Well i will download the skeleton again and see how it goes.

     

    Thanks Baduk.

     

     

    Tut, wait a sec, there you go. http://www.fallout3nexus.com/articles/article.php?id=244

    Basicly this is where i started from. And also thanks to you of course.

     

     

     

     

     

    Downloaded the skeleton from nexus and checked for bone rotations in it. Bip01 @ 0,0,0 and Bip01NonAccum@ 0,0,90(z)

     

    Might this be the problem or is it correct, probably correct, yes?

     

    So i make a rough pos, moving the non accum down to 0 from around 6,6z on its original position.

     

    *i, locrot*

     

    Now the feet are standing firmly on the ground and i move around some bones, making sure not to touch the bip01 nor the nonaccum z rotation.

     

    *a, select all bones, export*

     

    *kf updater*

     

     

    Bip01 shows euler r -38 !

     

    It is 0 in blender.

     

    Nonaccum shows r 6.5 !

     

    Is it like random export throwing in some numbers?

     

     

    Well, anyway, i just want this working.

     

    Now we are here again:

     

     

    (7b) - Fix the 90° Problem "easy": In-game your character will (almost) always turn to the side, in most cases 90° to its right. This can't be fixed with Blender, but with NifSkope. In most cases its enough to

     

    * change BIP01 Rotation (Euler R) to 0

    * change BIP01 NonAccum Rotation

    o to 90, if BIP01 NonAccum Rotation is 0 in the original file

     

    [/Quote]

     

     

    Ok, so i try this. Changing Bip01 Euler R to 0.

     

    And making this a SpecialIdle and changing the keyend frame from 9.967 to 999, so it does not jump out the static position it is being given to quickly.

     

    *geck work*

     

    *game*

     

    And?

     

    1) It is to low in the ground and (still) rotated by 90 degrees.

     

    2) If i hit tab in blender, then it kinda shows the position in game (standing upright, rotated 90 degree to the right)

    with a minor diffrence, that one leg is raised even

    tho i did lock the rot a few times,

    having all bones selected, to save my progress and also saved the blend file.

     

    Apparently it somehow did not save it.

     

    Conclusion: This looks like a mix ingame from the tab in blender that is rotated 90 degree to the right and the *not tab* where the leg is raised a bit.

     

    Who can help me on that?

     

     

     

     

     

     

     

     

    I am gonna test this now again without changing the bip01 in the .kf and leaving it as is.

     

    Lets see.

     

    *export from current blender file*

     

    *kf updater*

     

    The bones in the controller block have all the diffrent numbers again. Aha.

    Bip01 is numbered 65 now, but that is the NiTextKeyExtraData.

     

    Last time it was numbered 41.

     

    What a software.

    Anyway, i am gonna test this real quick.

     

    Nothing plays.

     

    I had this once. No idea what it is.

     

    I try again.

     

    Btw i wonder if i have to open the geck each time.... would simply replacing the .kf not do the job, too,?

     

    Thanks.

     

     

     

    *blender*

     

     

    Wether i change the nonaccum Z location to 100 or -100 in edit mode, if i hit tab

    the body shows standing on the floor (z0), while being rotated 90 degree to the right from the top-down orthographic view.

     

    Does this matter? What is it that gets exported here?

    Do i have to change this? Does it even play a role?

     

    Or is it hitting tab here, will screw it up royally in the end?

     

    I have no idea.

     

     

    “Note: This is a good time to tell you that if you want your exports to be faster, you can delete the body by going into “Object mode” and selecting the parts you want to delete and deleting them by, well, hitting delete. Just make sure not to delete the skeleton as that is where the animation is stored, and also make sure the skeleton is selected before exporting.”

    [/Quote]

     

    Well i just did that, but the new test animation does not play anymore. Could this be, because it is an object pose? So in that case maybe you need the .nif loaded in blend and then export the kf all bones selected as is did before or did something else change? I am having an eye on things, so no idea what is diffrent otherwise.

    Wherein lies the error? Does this make a diffrence, if the .nif of the object from the object pos is loaded in blender or not?

     

    What gets exported and what not?

     

     

    I would hate to have wasted my time with this.

  10. Eh? No, im doing it exactly as in the tutorial on fallout 3 nexus, .kf and .nif are seperate. I have the a few more poses mod lying before me and figured it out how object poses work on my own, just the rotation and height are of each time. And now i just learned, that i cannot do anything in blender about the bug, but it has to be changed in nifskope. Im gonna make last try now and then im off to bed.

     

     

    Nothing changed. I did go into the nif and adjusted all the settings for the 90 degree fix like described in the wiki and it still wont work properly.

    Dont think i have the head for it anymore right now.

    Gonna try tomorrow.

  11. I did adjust the height and the body to 90 degress as it was to low and 90 degrees of , exactly as it is described in the animation fixer tutorial, but now i do go into game and the pos shows exactly like in blender - 90 degrees of to the right and not forward. How come? Although the height def. seemed to be off and is showing better now, but i still have to determine exactly as a collision mesh seems in the way, if it matters at all?
  12. The best tut in my opinion is coronerra's Adult Animation Tutorial For Noobs

     

    And as soon you run into problems you might check out my article Avoiding_Blender_animation_pitfalls

     

    The problem you describe could be that mesh and skeleton dont fit together (different bones)

     

    Thanks, yes it was not an original mesh, but a ressource from fallout 3 nexus (type 3 body ready for blender to be animated) and i made it into a .nif, then imported a .kf from new vegas together with it. It could be there is indeed a minor diffrence between the two. Although that would be news to me. Must be it guess? No biggie tho.

     

    What is the 'biggie', is i actually just stepped into the animation pitfall.

     

    The character is half underground and rotated by 90 degrees. It shows fine in blender. How do i fix it? What values to change?

     

     

    Edit: I see it now.

    Thanks guys for the tutorial.

    And sorry for the delay.

  13. Aye, thanks, got it! Had to move my windows. This is indeed a very nice feature, would it work.

    The mesh looks like it has gone through a beaming accident. Very wild. No idea what went wrong.

     

    PS: I tried this with the blender ready to animate fallout3 skeleton.nif from fallout 3 nexus, that already got a body, bones and everything setup. Still have to learn how to do that from scratch.

  14. As i dont use many of these mods, i can give you no specific wisdom concerning your loadorder except this: Dont add what you do not know about. Im usnig fwe+the big compatible overhaul mods+lots of other stuff and i barely have any conflict

    with or without merged patch. :smile:

  15. Hi, for this thread refer to the bottom of the second page, please.

    We are trying to get a pose working. Thanks!

     

     

     

     

    Hi, i am doing abit of animation right now, and i want to load some .kf files into blender.

     

    To be more precise, i have the blender ready skeleton from fallout 3 nexus opened

    and ready to go and now i would like to apply the .kf , only importing does not really seem to work here.

     

    How to apply the .kf?

     

    On tescs wiki there is an article saying, that you have merge the .kf into a .nif, connecting all the bones, but it seems like an awfully long and complicated way of doing it. :pinch:

     

    You dont have to go through all that for a simple .kf, right?

    There gotta be a smarter way!

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