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animation export problem


MaikCG

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sorry my bad english

 

 

a few days ago I decided to replace the motion animation :whistling:

first test:

:biggrin:

 

to correct the bones "Bip01 Spine" are advised to remove block NiTransformInterpolator and NiTransformData for Bip01 Spine bone

but this is a bad solution this problem

 

1. сreate Dummy and rename Bip01 NonAccum

2. rotate im world coordinates 0,0,90

3. align to Bip01 and link to it

4. link Bip01 Pevis and Bip01 Spine to Bip01 NonAccum

http://s61.radikal.ru/i174/0903/04/29ab49bf123ct.jpg

export animation to oblivion. use kfupdater to update version to fallout3

 

http://www.youtube.com/watch?v=szAMXd8qq2k

 

the problem of turning the bones Bip01 Spine disappeared :smile:

still a bug with the direction of motion, and shift the bones in the arms

 

if removed from the keynotes first key tag "-at y"

[start -name Forward -loop -at y] -> [start -name Forward -loop]

motion on the ground loops

 

http://www.youtube.com/watch?v=52xL2kMtHaQ

 

have any ideas about bug with the direction of motion?

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export animation to oblivion. use kfupdater to update version to fallout3

I'm using Blender so I don't know other 3d modeler well,

You can directly export animation to Fallout3 with latest nifscript.

I'm not sure it solves the problem though.

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You may need to rotate the Bip01 and/or Bip01 NonAccum bone 90 degrees or so in NifSkope after export. Blender NIF scripts tend to screw up translation of this one and it looks like the ones you're using do, too.
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how did you get the .kfs in the first place? I'm looking through the BSAs but cant find the reload animations.

 

 

 

sorry my bad english

 

 

a few days ago I decided to replace the motion animation :whistling:

first test:

:biggrin:

 

to correct the bones "Bip01 Spine" are advised to remove block NiTransformInterpolator and NiTransformData for Bip01 Spine bone

but this is a bad solution this problem

 

1. сreate Dummy and rename Bip01 NonAccum

2. rotate im world coordinates 0,0,90

3. align to Bip01 and link to it

4. link Bip01 Pevis and Bip01 Spine to Bip01 NonAccum

http://s61.radikal.ru/i174/0903/04/29ab49bf123ct.jpg

export animation to oblivion. use kfupdater to update version to fallout3

 

http://www.youtube.com/watch?v=szAMXd8qq2k

 

the problem of turning the bones Bip01 Spine disappeared :smile:

still a bug with the direction of motion, and shift the bones in the arms

 

if removed from the keynotes first key tag "-at y"

[start -name Forward -loop -at y] -> [start -name Forward -loop]

motion on the ground loops

 

http://www.youtube.com/watch?v=52xL2kMtHaQ

 

have any ideas about bug with the direction of motion?

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bug with the direction of motion was solved using the Max8+CivIV Exporter+kfupdater_2_2-496

 

You may need to rotate the Bip01 and/or Bip01 NonAccum bone 90 degrees or so in NifSkope after export. Blender NIF scripts tend to screw up translation of this one and it looks like the ones you're using do, too.

need to rotated only Bip01 NonAccum bone by 90 degrees relative to the Bip01. Bip01 rotate on an axis of motion

in NifSkope after export - impossible, too many keys to manually correct

 

why did you need to fix Bip01 Spine bone? what was wrong with it?

usually most bone translation errors can be adjusted in the Curve editor graph

feature of Fallout3 skeletal differs from the default 3dsmax Biped

fix rotate Bip01 Spine bone in 3dsmax without dummy "Bip01 NonAccum" very uncomfortably

 

 

how did you get the .kfs in the first place? I'm looking through the BSAs but cant find the reload animations.

unpack Fallout - Meshes.bsa

\meshes\characters\

if I understand the question :rolleyes:

 

But the replacement of the animation is very strange

replace \meshes\characters\_male\locomotion\female\mtforward.kf

written him in ArchiveInvalidation.txt

http://www.youtube.com/watch?v=7tikHjGTDiE

left - original

center - in 3dmax

right - replace

:blink:

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