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Meshes with multiple stages (Blender Problem)


Hunter357

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Hello,

I have a little problem with creating a mesh with few stages in blender. In fallout game we have few activators that uses meshes with multiply stages (like plants - maizes, pinto plants etc.) I wanted to make the same thing to some other objects (things like trees that can be cut down, rocks that can be crushed etc.)

I tried to do this by creating an animation to my mesh, and it work great as animation it self, but it does not respond to "set stage" command via script.

Does anyone has any suggestions what i'm doing wrong?

 

Regards, and thanks in advance for all your advices,

Lucas

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Hey...

Yes sorry, i haven't been doing this for quite long and im more like beginner when it comes to scripting so i forgot what i wrote in that script. I of course copied commands from pintobean so i have a playgroup in that script - but it still doesn't work. Ive made a very simple animation in blender (2 frames one "moving" part just like in original bethesda animated plant... But... Now i've been looking closely to all of it and i noticed that bethesda animations dont work in my blender (i try to run them in animation editor but meshes stay still - they do however work in nifscope)...

Also my animations work perfectly in blender and in nifscope (although in nif scope on animation panel i cant choose direction of animation playing (fallout files have an options to go forward and backward - i believe that is why my meshes dont work)... in my game however mesh is stuck on last frame and isn't moving even thou script is running and all other options work apart from changing the appearance of my object...

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"forward" and "backward" are not to play the animation forward and backward. they are keywords you use with scripts to trigger a specific stage.

so for example you have a plant wit two stages animation, it has the fruit in "backward" stage, it has not the fruit in "forward" stage. When you want to pick the fruit, you will use the script Playgroup forward 1, when you want to reset the fruit you will use Playgroup Backward 1. I suggest you to compare on nifskope your file with a vanilla nif and see if you are using the same structure.

Also, keep in mind you can manually trigger the animation in game on your own, without a script, to see if it works. So you go in game, you open console, you click on your plant mesh, you write PLAYGROUP FORWARD 1 or PLAYGROUP BACKWARD 1 or whatever animgroup you used.

 

To explain you the pinto script:

 

begin onActivate WHEN THE PLAYER CLICKS "E" ON IT
if State == 0 && GetActionRef == player IF I STILL HAVE NOT PICKED IT, AND I AM THE PLAYER
player.additem PintoBeanPod 2 ADD A PINTO IN MY INVENTORY
set State to 1 AND SET THE VARIABLE TO 1 (1=I PICKED IT)
playGroup Forward 1 CHANGE THE ANIMATION TO "FORWARD" KEYWORD, SO THAT THE PLANT WILL CHANGE ANIMATION (FROM "W/ FRUIT" TO "W/O FRUIT")
setdestroyed 1 SET THE PLANT AS DESTROYED SO I CAN'T PRESS E ON IT AGAIN
endif
end

begin onLoad WHEN I ENTER IN A CELL WITH THE PLANT, AND THE PLANT IS RENDERED
if State == 0 IF I DIDN'T TAKE IT
playGroup Backward 1 PLAY THE ANIMATION WITH THE KEYWORD "BACKWARD", WHICH IS THE PLANT + THE FRUIT
elseif State == 1 BUT IF I ALREADY PICKED IT
playGroup Forward 1 PLAY THE OTHER ONE, WHICH IS THE PLANT WITHOUT THE FRUIT
endif
end

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Hey,

Yes Fallout2AM i know what those lines in script mean... I wasn't referring to backward and forward directions for playgroup in script only to this: ---> http://zapodaj.net/fb80eed297768.png.html (my mesh has a blank space where "backward" and "forward" options should be...)

 

Structure of my mesh and bethesda pintobean seems similar enough, although i can be wrong about this...

But i checked console commands on my object in game and it wont work...

So i guess there is something wrong in exporting settings i guess... cuz there is no other explanation for this...

 

Regards,

Lucas

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