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sunshineevader

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  1. Not sure what exactly you want to do, but I tried getting a moveable static like the siltstrider found in Solstheim which loops a single animation into the game over the last couple of days myself. I haven't done any extensive testing and merely got a basic robot-like arm into the game, but it seems to be functional as far as I can tell. Anyway, it boils down to you (in 3ds Max): >> creating a skinned mesh with bones (I used ~10) >> setting up an animation >> saving the animation with "segment" and "key per frame" checked >> loading the animation to create a keyframe at every frame (make sure "set key" to the bottom right of the viewport is unchecked) >> using the 3ds Max nif plugin to "export with animation" ( settings: http://imgur.com/a/DBbL4 ) >> using Nifskope to copy a BSLightingShaderProperty from an existing model to your NiTriShape >> changing the BSXFlags flags (Integer Data) to bit 0:animated, bit 1: havok, bit 3: complex >> changing the NiTransformController flags for every bone to 8 ("active" checked & the loop-mode set to "cycle") You can then create a new moveable static or simply replace the siltstrider model in the Skyrim data folder with your own and drag it into a cell in the Creation Kit. Of course changing all these flags after every export is a massive pain in the *****, so I added a few lines to the 3ds Max plugin source files to do it for me. (here are 32bit and 64bit NifPlugins.dlu releases for 3ds Max 2012 which can be used to replace the regular "3ds Max nif plugin" NifPlugins.dlu found in the "3ds Max 2012/plugins" folder. I only tested the 32bit version.) Lines changed/added: I have no real experience with programming, though. So I have no idea as to whether these lines mess anything up. But it appears to be doing its job for me. Anyway, there might be better ways of going about inserting animations for movable statics or activators, but this is what I managed to figure out over the last days.
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