MaikCG Posted April 1, 2009 Share Posted April 1, 2009 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 bonebut this is a bad solution this problem 1. сreate Dummy and rename Bip01 NonAccum2. rotate im world coordinates 0,0,903. align to Bip01 and link to it4. link Bip01 Pevis and Bip01 Spine to Bip01 NonAccumhttp://s61.radikal.ru/i174/0903/04/29ab49bf123ct.jpgexport 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? Link to comment Share on other sites More sharing options...
Backsteppo Posted April 1, 2009 Share Posted April 1, 2009 export animation to oblivion. use kfupdater to update version to fallout3I'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. Link to comment Share on other sites More sharing options...
SickleYield Posted April 1, 2009 Share Posted April 1, 2009 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. Link to comment Share on other sites More sharing options...
bgrunge Posted April 2, 2009 Share Posted April 2, 2009 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 bonebut this is a bad solution this problem 1. сreate Dummy and rename Bip01 NonAccum2. rotate im world coordinates 0,0,903. align to Bip01 and link to it4. link Bip01 Pevis and Bip01 Spine to Bip01 NonAccumhttp://s61.radikal.ru/i174/0903/04/29ab49bf123ct.jpgexport 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? Link to comment Share on other sites More sharing options...
Skree000 Posted April 2, 2009 Share Posted April 2, 2009 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 Link to comment Share on other sites More sharing options...
MaikCG Posted April 7, 2009 Author Share Posted April 7, 2009 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 motionin 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 graphfeature of Fallout3 skeletal differs from the default 3dsmax Bipedfix 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 strangereplace \meshes\characters\_male\locomotion\female\mtforward.kfwritten him in ArchiveInvalidation.txthttp://www.youtube.com/watch?v=7tikHjGTDiEleft - originalcenter - in 3dmaxright - replace :blink: Link to comment Share on other sites More sharing options...
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