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Removing animation in nifskope


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There is model from Broken Steel that I am trying to turn from a movable static to just static. One of the things I need to do is to remove the animation of the model, but I don't know what strings to delete in NifSkope.

 

The block list appears like this:

 

-BSFadeNode

BSXFlags

NiStringExtraData

+NiControllerManager

+NiMultiTargetTransformController

+NiControllerSequence

+NiControllerSequence

+NiDefaultAVObjectPalette

BSFadeNode

+NiNode (followed by dozens of other strings called NiNode)

 

I think the animation is controlled by the two NiControllerSequence strings, but I don't know if I should delete that or the whole NiControllerManager string. If anyone could tell me how to properly remove animation it would be greatly appreciated.

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That stuff is hardcoded into the game engine. You could remove the .kf animation from the mesh, but once you went in-game it would still play, because it's hard-coded.

 

However, how we get around it is by copy/paste, because you can copy an paste the actual shapes of a mesh, like copy it then paste it into a different vanilla mesh. Say you wanted a sniper rifle that uses the animations from the combat shotgun, you copy the shapes in the sniper rifle mesh, then paste them an rename them to what's correct inside the combat shotgun mesh. Rather than move .kf animations around we just move the shapes into meshes which have the animation we want to be used.

 

Which in your case what you would do is find a mesh which is a static, then paste in your shapes from the animated mesh, then create the item in GECK in the Static section. What are we talking about? Which mesh are you wanting to static?

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