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Gamebryo Animation Not Playing


niston

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@South8028: That would be nice to have.

 

@Niston: I already do that. Usually I have a tree of nodes.

For example how I did a cascading door (for somebody else):

Root NiNode

- BSXFlags

- NiControlerManager (+ all animation stuff)

- NiNode: Box

- - TriShape: Box01

- - TriShape: Box02

- - NiNode: Switch01

- - - TriShape: Switch01:01

- - NiNode: Switch02

- - - TriShape: Switch02:01

- - NiNode: Collision01

- - - BHKCollisionObject

- - NiNode: Collision02

- - - BHKCollisionObject

- NiNode: Door

- - TriShape: Top:01

- - NiNode: CollisionTop

- - - BHKCollisionObject

- - NiNode: TwoThird

- - - TriShape: Middle:01

- - - NiNode: CollisionMiddle

- - - - BHKCollisionObject

- - - NiNode: Bottom

- - - - TriShape: Bottom:01

- - - - TriShape: Handle:01

- - - - NiNode: CollisionBottom

- - - - - BHKCollisionObject

 

The animation sequence references the Switch01, switch02, Door, TwoThird & Bottom NiNodes.

 

The collisions used for the 3 door parts where at first copied from a (perfectly fitting) static object (they show up red in CK), but that doesn't work in-game, although they do move in the CK preview. After swapping them for the collision from a display panel (the glass part you can open) it worked. (These show up a different color (I think it was purple)

 

So, to make it work, you need the right type of collision, or they won't budge (in-game).

(oh, and since they are copied from other, "vanilla" nif's, Elric will delete them)

 

edit:

It should also be noted that (with the original nif's) each BHKCollisionObject actually contains ALL data/shapes for the entire nif, not just the part being referenced.

So, for example if you copy the collision from a door, with switchboxes & encasing around the door, you get all of that too, not just the moving part from the door. (even though they all have their own BHKCollisionObject.)

Edited by RoNin1971
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@South8028: That would be nice to have.

Â

@Niston: I already do that. Usually I have a tree of nodes.

For example how I did a cascading door (for somebody else):

Root NiNode

 - BSXFlags

 - NiControlerManager (+ all animation stuff)

- NiNode: Box

 - - TriShape: Box01

 - - TriShape: Box02

 - - NiNode: Switch01

 - - - TriShape: Switch01:01

 - - NiNode: Switch02

 - - - TriShape: Switch02:01

 - - NiNode: Collision01

 - - - BHKCollisionObject

 - - NiNode: Collision02

 - - - BHKCollisionObject

 - NiNode: Door

 - - TriShape: Top:01

 - - NiNode: CollisionTop

 - - - BHKCollisionObject

 - - NiNode: TwoThird

 - - - TriShape: Middle:01

 - - - NiNode: CollisionMiddle

 - - - - BHKCollisionObject

 - - - NiNode: Bottom

 - - - - TriShape: Bottom:01

 - - - - TriShape: Handle:01

 - - - - NiNode: CollisionBottom

 - - - - - BHKCollisionObject

Â

The animation sequence references the Switch01, switch02, Door, TwoThird & Bottom NiNodes.

Â

The collisions used for the 3 door parts where at first copied from a (perfectly fitting) static object (they show up red in CK), but that doesn't work in-game, although they do move in the CK preview. After swapping them for the collision from a display panel (the glass part you can open) it worked. (These show up a different color (I think it was purple)

Â

So, to make it work, you need the right type of collision, or they won't budge (in-game).

(oh, and since they are copied from other, "vanilla" nif's, Elric will delete them)

Â

edit:

It should also be noted that (with the original nif's) each BHKCollisionObject actually contains ALL data/shapes for the entire nif, not just the part being referenced.

So, for example if you copy the collision from a door, with switchboxes & encasing around the door, you get all of that too, not just the moving part from the door. (even though they all have their own BHKCollisionObject.)

I'll make you some primitive master files tomorrow. With cubes, for example? Physics collision, animation, static mesh.
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That would be perfect. Wall thick (about 32 units) and half high (128 units) and a quarter wide (64 units) would be totally awesome, as I've been working on a lot of wall pieces for vault building for which I don't have any proper collision(s) yet. As I have yet to find one that fits my half high, half wide wall pieces. (I currently have over 300 meshes waiting to be finished with mostly just the collision still missing.)

 

edit:

As a 'backup' I do have the 3DS 2013 install files (with 30 day trial) which I was planning to use, if nothing else works. But that would be a one time use/run. Any new stuff I come up with after that ... (would require me to do that which I try to avoid to keep 3DS running after the "trial period"... (and for that I would need something hard to find nowadays))

Edited by RoNin1971
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That would be perfect. Wall thick (about 32 units) and half high (128 units) and a quarter wide (64 units) would be totally awesome, as I've been working on a lot of wall pieces for vault building for which I don't have any proper collision(s) yet. As I have yet to find one that fits my half high, half wide wall pieces. (I currently have over 300 meshes waiting to be finished with mostly just the collision still missing.)

Â

edit:

As a 'backup' I do have the 3DS 2013 install files (with 30 day trial) which I was planning to use, if nothing else works. But that would be a one time use/run. Any new stuff I come up with after that ... (would require me to do that which I try to avoid to keep 3DS running after the "trial period"... (and for that I would need something hard to find nowadays))

examples of collisions not passed through elrich with your size.

https://disk.yandex.ru/d/baXCJgzLhYrgzA

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