lepton Posted November 26, 2009 Share Posted November 26, 2009 Well hallo, so I was in search of a replace of the default standing idle for the player, that's when he/she would'nt have a weapon drawn, just standing there, doing nothin. And the only "mod" i've found is Shaklin's. I installed it, all went well, except the *idle* animation (the one from the idle.kf file) it defaults to the vanilla standing idle. So I tried every idle.kf in Shaklin's release and later the ones included in a repacked and omod ready version by pufthemajicdragon - none worked. I renamed all other idles from this collection to be named idle.kf, nothing. ok, i thought, let's take a look at it. I installed blender following a tutorial i found, opened the idle and... the animation worked! Well, after exporting it to a new .kf and renaming and setting it up as a loop with nifscope... ingame the animation would be played, too, but the pc "stands" halfway in the ground, i can only see its upper half body. Changes to the animation in blender, as to animate an additional bone to move and such, leaded to the same result.I've read through the original author's thread and there someone stated these idle anims were done "not clean" and indeed there was an error message for every bone animated in the CS trying to preview the idle(s), mentioning that the controller priority was set to 0. After even only im- and exporting it(them) with blender those were gone. But my character is now half buried when doing nothing, with the right animation(s) playing, however.So, i got it working somehow, but some step seems to be missing... If someone has the knoledge to accomplish the rest... or maybe i've missed something - there even could be just another mod that replaces the idle.kf ... any help or information would be appreciated. thanks in advance lepton Link to comment Share on other sites More sharing options...
DavidBudreck Posted November 27, 2009 Share Posted November 27, 2009 Simply having an idle animation in the folder does not mean it is used. Something has to tell your character to use it. ColourWheel does a lot of this with her mods, if you are playing a female character. If not, you might still glean some insight by taking a look at what she has done. Also, idle animations typically are based on some percent, so the idle replacer may not be used 100% of the time. In that case you just need to be patient because the custom one won't be used all the time. You could edit that in the CS if you wanted to change the percentage it is used. Link to comment Share on other sites More sharing options...
lepton Posted November 27, 2009 Author Share Posted November 27, 2009 thanks for your reply davidbudreck, maybe I should have a look at ColourWheels mods then and see how she´s done that. meanwhile I played around a bit further with it and I realized that percentage the idle.kf is played to.Sometimes there is another idle playing, where the charackter "has a breath" or something, but immediatly after finishing he/she would go back, half through the floor and play the original animation again. It's playing I can see that, its the pose i'd liked when I downloaded Shaklins idles, it's just that the charackter is buried half, kind of sneaky but not, what I had in mind :PI'v tested exporting another animation (sneakfastforward) as idle.kf, that works. So something has to be different in shaklin's files. Extracting and importing the original vanilla idle.kf doesn't work for me, there are two body parts (hand) detached from the mesh and positioned somewhere far away in the space, so that, after re-exporting it my charyckter would have holes in his body when in game.I just can't figure out what's the problem with this idle.kf, and i'm no modder, modeler nor an animator at all. In the thread about shaklin's "mod" someone stated, that the animation would have to be biped correctly but I even don't know what that is.Maybe someone has an idea about that. Meanwhile i'll look at ColourWheel's mods... regards, lepton Link to comment Share on other sites More sharing options...
DavidBudreck Posted November 28, 2009 Share Posted November 28, 2009 There are a LOT of idle animation replacers. Maybe all it takes is trying a different one. Link to comment Share on other sites More sharing options...
lepton Posted November 28, 2009 Author Share Posted November 28, 2009 Word! lol it's absolutely what you said and what i've tried last... trying other animations :)first I finaly found myself reading through tutorials and the manual of blender, learned about physics :P and such...Well as I mentioned i tried importing another animation earlier but as the animation would work ingame, whatever name it was given i was figuring that would not be much affording.Although I didn't find even one single other mod that would have an idle.kf included other than Shaklin's, i tried it finally with the castself.kf from the Spellsinger Mod, if i rember well.I noticed that the skeleton after importing was positioned too high in relation to the mesh, and scrolling around in the 3d view, wondering if i could have missed something in the options on importing, this one bone, too. It's been the Bip01 root bone ("Scene Root Bip01") that had been moved in the skeleton imported, to the height of its feet. As this animation worked for me ingame, too, i knew now how to fix the idle.kf from shaklin, regarding the player character ending half through the ground at least. So simply editing the skeleton after importing Shaklin's idle, to have this root bone moved to its feet and centered, did the trick for me :D My character is now posing!!yeah well, thank you, davidbudreck, for even answering, and for having the same thought, that finally lead to my success :) regards, lepton P.S.: i don't know if anyone reads this, but, when exporting animations with blender, it helps MUCH, to delete the meshes first. Brought me from 4 min compile time to just 6 sec and below :rolleyes: Link to comment Share on other sites More sharing options...
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