Jump to content

.kf animation not playing


Recommended Posts

SOLVED

 

After I post this I'm going to either take a shower or sit an watch TV and eat cookies or something. Way too much stress.

 

I tried to create an animating semicircular block that plays the "forward" animation when the function "playgroup" is called. However, when I test it out, the object simply refuses to animate in-game. It does however play its animation when I preview it in the CS and in nifskope. I can try playing the "forward" animation of any other activator and that object's animation plays correctly when tested in gameplay. Something's not right here. Here's the file:

 

http://www.mediafire.com/download/exrzjibu2qa1xt9/circTest_5-12-14.zip

 

 

EDIT:

 

Solved the problem a while ago. About the only problem I'm having now is the square arc moving under my feet when I jump up on it and not letting me ride atop it like J.B. Mauney. Kind of kills my dreams of making a platformer but this can be a thread of its own.

Edited by DarkSpyda04
Link to comment
Share on other sites

ok im completely noob at animations

how do you trigger the animation ?(with a script in an other object?)

this mesh cant be an activator - it has no colission for player to activate

the player walks through it

usally you have to put the animation to the colission (animate the colission)

and atouch the mesh to the collision (make the colission parent)

if you want it to play infinitely i think you should get rid of the forward controller

Edited by kastano
Link to comment
Share on other sites

I've been learning a ton of stuff. In fact, ever since I got my first animated object to work I've been learning new stuff non-stop. I already got a seesaw that bogs down when you stand on it and comes back up when you get off of it and it does the same for the other side and now I'm trying to figure out how to make a sign like the one from the Brina Cross Inn. I'll post two links that have helped immensely. One covers animating objects in general and the other covers how to create new trigger volumes.

 

https://sites.google.com/site/saidenstorm/home

http://dementedrabbits.net/wordpress/2011/01/creating-editor-markers-for-oblivion-in-blendernifskope/

 

Other advice I can give:

 

When editing the key notes, the names you can give your animation carry very specific connotattions. "Idle" makes the animation play automatically, "Forward" makes the animation play on activation/when scripted to play, FastForward makes the current animation skip to the new one, and any name you enter that isn't already defined in Oblivion's animation dictionary won't work so "Forward1" will give you an error when you tell the CS script to compile "reference.Playgroup Forward1 0"

 

To get multiple animations, create mutliple key notes and assign a start & end + other information to each.

 

Key notes are necessary to get the animations to export correctly. I need them when exporting animations with 3Ds Max 2011 and using nifskope exporter.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...