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Animated Static keeps adding offset to one set of objects


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Hello there!

I've been trying to make this animated static for a while now and I keep having an issue where a few rotating bits on the end keep getting extra data somehow and end up way offset from the rest of the mesh.

Here's how it is set up:
- Rod, collision is parented to it
- Broken crystal on the end, parented to the rod
- an Empty parented to the crystal, provides the rotation for the crystal bits
- crystal bits a bit offset from the broken crystal, parented to the empty
---> After moving the rod the crystals separate (using loc keys) then start spinning (using rot keys on the empty)
-----> I had spun the empty on the Y axis for the rot keys then parented it to the broken crystal to get the bits parented to it to follow the rest of the animation, otherwise the rotation of the empty gets weird (and can't figure out how to rotate it locally in 2.49b)

Everything works perfectly in Blender itself... When I go to export it everything works in Nifskope as well except for the crystal bits. They are always waaaay offset and spin around the entire scene which blows the whole visuals. 
I've tried:
- Clearing origin/location/scale/rotation data and then applying rotation/scale, this did nothing (it did break the one working part of the animation though ha!)
- I completely remade the entire animation from scratch again. Got the same result.

I also tried
- Making an armature and remaking the entire animation from scratch again using bones, thinking it was parenting the bits to the empty that was causing the issue. Although for some reason this turns out way worse (the armature always ends up rotated way off and the animation just ends up flailing around like a dead fish, plus the collision stops following the meshes this way and for some reason none of the meshes even show up in-game [wild, what a disaster, and an entire day's worth of troubleshooting didn't fix any of those issues]). So I went back to my first plan... but I'm still having the original issue 😕

Edited by dreamCloud
missed a bit
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Posted (edited)

To update everyone: I did find a workaround that looks exactly the same if not an exact solution!

Here's how I did it:
Made tiny cubes for each crystal bit and moved them into the location and matched the rotation of each crystal
Copied the location/rotation keyframes for each animation frame from the crystals to the cubes (by hand!) but don't parent the cubes to anything
Then unparent the crystal bits (this will make them go all over due to the bad transform info that was causing the bug originally, but this will be fixed) and cleared all transform data
Set the crystal bits to the cube locations
Parented the crystal bits to the cubes, they didn't have any bad transforms so as they parented they stayed put
Deleted the empty I was originally using to power the rotation animation since the cubes were taking over for that

Animation plays exactly as I had it!

Had another issue of the cubes showing up with a black material even though I set them as collision type and had already removed any and all materials on them (so should've been invisible) so I ended up collapsing all the vertices of the cubes down to a single vertice. Ironically the blender animation export still kept the location/rotation transforms even on the single vertice, so it worked and everything looks right!

Edited by dreamCloud
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