Jump to content

HELP - Custom creature using custom skeleton


McPaddington

Recommended Posts

Good you've got that bit sorted, I might have to have a look at a couple of your .kf files to see what's causing those issues.

 

My .kf files? I feel like I must have missed an obvious step then... I don't really have any .kf files made. I only made one test animation. Do .kf files control root movement then, or am I confused?

Link to comment
Share on other sites

  • Replies 40
  • Created
  • Last Reply

Top Posters In This Topic

 

Good you've got that bit sorted, I might have to have a look at a couple of your .kf files to see what's causing those issues.

 

My .kf files? I feel like I must have missed an obvious step then... I don't really have any .kf files made. I only made one test animation. Do .kf files control root movement then, or am I confused?

 

Yeah you will need a host of them for any custom creature. Best if you have a look at a vanilla creature / robot like the eyebot or even R2D2 and you will get a sense for the bare minimum of animation kf files needed.

 

The very first animation file you should create is the mtidle.kf file, this is like the base animation file that creatures /npc's use and once you have it working the game will grab a hold of your creation bringing it to life with AI and functioning collision. The names of the various animations are relatively self explanatory, so if you want your creature to be able to move forward you will need to create an mtforward.kf animation file and it is in this one you key it's forward movement on the Bip01 bone.

Link to comment
Share on other sites

 

 

Good you've got that bit sorted, I might have to have a look at a couple of your .kf files to see what's causing those issues.

 

My .kf files? I feel like I must have missed an obvious step then... I don't really have any .kf files made. I only made one test animation. Do .kf files control root movement then, or am I confused?

 

Yeah you will need a host of them for any custom creature. Best if you have a look at a vanilla creature / robot like the eyebot or even R2D2 and you will get a sense for the bare minimum of animation kf files needed.

 

The very first animation file you should create is the mtidle.kf file, this is like the base animation file that creatures /npc's use and once you have it working the game will grab a hold of your creation bringing it to life with AI and functioning collision. The names of the various animations are relatively self explanatory, so if you want your creature to be able to move forward you will need to create an mtforward.kf animation file and it is in this one you key it's forward movement on the Bip01 bone.

 

 

 

My mtidle.kf file is working, but for some odd reason it is rotating everything by 90 degrees yaw and 90 degrees pitch, and it is definitely the mtidle.kf animation file that is doing this.

Edited by McPaddington
Link to comment
Share on other sites

Sounds like you have rotation happening to one or two of the base bones like the Bip01 or the Bip01 NonAccum, this might be caused by how the bones are rotated in Blender to begin with and possibly even got set in there with the rigged mesh. When I had this happen to me in the past I made sure the very first thing I did was to have no rotation on either one of those bones in 3DS (like I mentioned in the PM). But this might be different for Blender!

 

It's possible to pull it out by making adjustments to the bone rotations of the skeleton in Nifskope but you will then always have to go through and make sure they aren't rotated back by any animation file which also stores that info, and basically they trump all when it comes to the final position and rotation of all the bones.

Link to comment
Share on other sites

Hopefully this can be of some help.

 

http://i1369.photobucket.com/albums/ag209/Mindboggles/HelpOut_zpsrgzmxenb.jpg

 

The Bip01 (Red) and the Bip01 NonAccum (Green) both at zero with no rotation on them, the rest of the skeleton built then linked afterwards to complete the skeleton. This way I don't get any strange rotations creeping in with the rigged mesh, skeleton, or the animation files (but I do cull the Bip01 NonAccum for the animations and re-introduce with the export settings).

Link to comment
Share on other sites

All of my bones definitely have their rotation to zero. I double checked, but the problem still persists.

 

I was wondering, for the Bip01 and / or the Bip01 NonAccum bones, should they be pointing in a particular direction? For example should the head of the bones be pointing up or to the side, relative to the base of the bones? Would that affect the rotation of the bones at all?

Link to comment
Share on other sites

You could try to open up both the skeleton and mtidle and compare bone rotations, open up the NiTransformInterpolator block details and check the rotations there and then head into NiTrnasformData and check what it's saying about any rotations in it also.

 

The pointing of the bones is their rotation, the bones in the picture have zero rotation on them but if I had them so that they pointed straight out in front of the mesh then they would have a 90 degree rotation set into them which would then carry over into the skeleton.nif when exported. What you see in the 3D programs is just a visual representation and if your unsure what it / Nifskope is doing trust in what the numbers are saying, Blender must have some form of object properties to give you all the details of the bones and similarly Nifskope holds the bone rotation data in the NiNode (bone), except it only represents them as dots.

 

As you can see in the picture the (x-axis is the reference for bones) bones are pointed globally in the x-axis so have zero rotation, for me in 3DS I set them this way everytime.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...