grffnhwk Posted August 3, 2009 Share Posted August 3, 2009 I'm trying to make an animation of a custom door opening when the player clicks on it, and closes when they click on it again. I've tried grabbing an existing door in Nifskope but I'm lost on what to edit. I can edit normal weapon, armor, and static .nifs no prob, but these animations are a little more complicated. hehe I also tried making the animation in Blender but can't figure out how to separate the animation into Open and Close. If anyone has a Nifskope tutorial for editing animations or can tell me how to make separate animations in blender, that would be awesome. It's really frustrating being this close to finishing but getting stuck on something this stupid. hehe Thanks. Link to comment Share on other sites More sharing options...
mechine Posted August 9, 2009 Share Posted August 9, 2009 Sure man Fallout 3 is hardcoded, meaning if you deleted the animation it would still show up ingame as the default version if you changed it it will still show up as the default animation what we do is take existing vanilla meshes with animations, then cut an paste our parts in there after we delete the 3D shape parts name, but leaving the rest of the block list An example 10mmpistol the slide In nifscope the block list looks something like 10mmpistol:0words wordsSlide:0 Hammer:0Trigger:0 That's not really the shape thoughthere's other stuff in there if you click the slide in the render window it will highlight the actual shape partof and inside the block branch for the slide Once it's highlighted, what I do is right right click it then block an remove branch Copy the slide I want to use in another nif mesh, right click the same main shape way go back to the other mesh, above the part of the branch that I removed is one of the main treebranches I right click that main slide branch then block an paste in the new shape Which is sort of just the part of the block tree that is the shape an texture It's highlighted, automaticly but cut an paste in nifscope screws up the name which will screw up the animation so what I do is take a note of the name of the shape before I deleted it then all you do is select that part you pasted in with the block details checked so the block details shows up in a different box at the bottom of the screen at the top of that block details listing is the name, which you right click an edit text string or something which brings up the interface for naming branches or branch parts For the most part a follow what the vanilla meshes look like, even the numbers What's important is that most times it's named something like Slide:0if I were to paste in more than one item, then name it Slide:1Then another Slide:2, and so on for however many parts You can't make new animations I don't think, maybe though You can however switch shapes around to use existing animations like cut an paste a SMG into a pistol mesh, an you have a animated SMG or if you wanted a lincoln rifle that uses a clip, just cut an paste in the parts of the lincon rifle into a mesh that has a clip reload animation in it What I would do is find a mesh for a door that is animatedThen practice removing branches, copy an paste branches, and set names correct until I got a working custom door. There's doors that slide, roll, or just plain open Also staic non moving doors are common in the wasteland Link to comment Share on other sites More sharing options...
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