South8028 Posted February 1 Share Posted February 1 Has anyone encountered a limitation on the number of bones in a model exported in pe anim? Link to comment Share on other sites More sharing options...
South8028 Posted February 2 Author Share Posted February 2 I'll clarify. I have a model of an overhead crane. This model has a lot of flexible wires and hoses. ~600 bones equipped with multiple IKs for control. The animations look great in 3ds, everything works. When exporting to nif, bones and skinned objects produce continuous errors. Screen render in a folder. Screenshots from the game - static without animation. https://disk.yandex.ru/d/OOrDfCT0TI8m0A Link to comment Share on other sites More sharing options...
falloutanimation Posted February 2 Share Posted February 2 How are you making the nif, through the official plugin as a gamebryo sequence or through the unoffical exporter? If possible, are you able to share the max file? I can take a look at it and see if I can get it to work. Link to comment Share on other sites More sharing options...
South8028 Posted February 2 Author Share Posted February 2 (edited) 3 hours ago, falloutanimation said: How are you making the nif, through the official plugin as a gamebryo sequence or through the unoffical exporter? If possible, are you able to share the max file? I can take a look at it and see if I can get it to work. I put nif in the folder using the same link. I do it in 3ds with sequences. But this is just a test. In the original I will make a havok animation as a workspace. The crane will drag various crap in a cycle from place to place. Now I'm transferring the wires to new bones, simpler ones. It will bend worse, but it will probably at least work. All. Changed it. There were a little more than 100 bones. Haven't animated it yet. I put the 3ds file in the archive along with textures, except n,s. Edited February 2 by South8028 Link to comment Share on other sites More sharing options...
South8028 Posted February 2 Author Share Posted February 2 (edited) It seems to be working. There are still many errors, but they are easy to fix. There is probably some kind of limit on the number of bones in nif. deepSeek says that 200 bones is the maximum, but this is not a fact. Maybe more. But 500 bones definitely don't work. Now we need to think about where to place the actor/npc. You can give him a control unit, or attach a cabin and put the actor in the cabin so that he rides around with a crane. You also need to figure out what this crane will be able to move. Edited February 2 by South8028 Link to comment Share on other sites More sharing options...
RaidersClamoring Posted February 6 Share Posted February 6 This looks incredible. A question immediately arises: Can it be made to move large quantities of corpses? Link to comment Share on other sites More sharing options...
South8028 Posted February 6 Author Share Posted February 6 1 hour ago, RaidersClamoring said: This looks incredible. A question immediately arises: Can it be made to move large quantities of corpses? ha ha. Yes. But I was thinking about something less marginal. For example, about industrial packaging of steel, copper, and various containers. To move corpses you have to make collision-type grabs, and it won't look good. The corpses will simply float in the air near the manipulator. Link to comment Share on other sites More sharing options...
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