DaemonGrin Posted July 14, 2013 Share Posted July 14, 2013 Just curious if there is a way to attach a static to an anim static like a sign to a door without going into nifskope (UDK spoiled me lol). Thanks,Geoff Link to comment Share on other sites More sharing options...
devinpatterson Posted July 15, 2013 Share Posted July 15, 2013 Just curious if there is a way to attach a static to an anim static like a sign to a door without going into nifskope (UDK spoiled me lol). Thanks,Geoff Static collections might be what your looking for. You can add a bunch of statics and some animated tons of cr*p. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted July 15, 2013 Share Posted July 15, 2013 None that I'm aware of. Link to comment Share on other sites More sharing options...
TrickyVein Posted July 15, 2013 Share Posted July 15, 2013 It'd be great if the GECK had that functionality. But it would be easy to add a static to an already moving part inside of nifskope. Just bunch whatever you want to move under a new ninode - if one doesn't exist already - and modify the object palette to include whatever nitristrips and ninodes you want to add. I'm actually working with the very same stuff atm and have written a tutorial for working with animation in Nifskope, here. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 15, 2013 Author Share Posted July 15, 2013 Yeah tried but there was so much going on. I can add static meshes to animated statics in nifskope easily enough but What I was really trying to accomplish was attaching an animated static to another i.e. a switch to a door but when I did the copy paste goodness, all of the added nodes changed to the paste-ee anim mesh and I really did not feel like going through all the controllers, etc fixing the links :wallbash: But fortunately I found a work around. Made a static of the button, attached it to the door added 2 activators one disabled in open door position and one enabled in closed door position then just enabled/disable them based on the openstate. The activators are smaller so they are hidden behind the static switch I attached. I read you tut earlier lol I beat ya to it XD Thanks,Geoff PS : When I first started modding I saw that enable parent and was like "YAY UDK-ified! unlimited potential!" then realized what the geck function for enable parent was lol. Link to comment Share on other sites More sharing options...
TrickyVein Posted July 15, 2013 Share Posted July 15, 2013 Since the GECK is so limited in what it can achieve, it behooves anyone to become familiar with .nifskope and treat it as essential. Interesting workaround, but horridly inefficient :biggrin: Link to comment Share on other sites More sharing options...
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