Andyno Posted December 18, 2010 Author Share Posted December 18, 2010 (edited) I did "some" progress - now I can finally play the animation in the game but... well look at the screenshots. http://img593.imageshack.us/img593/3407/screenshot1br.jpg http://img94.imageshack.us/img94/8720/screenshot2go.jpg The first was captured during the animation, the second after the animation. On the first picture you can see 2 strange objects - that's the character's legs. On the second picture his hands are distorted too and now he looks like a Deathclaw Mutant. I did everything that is written in the tutorial. I don't have any ideas what I did wrong. I feel really stupid. :wallbash:I also uploaded my *.blend file right before exporting + the screwed up *.kf file. Please look at it mate if you have some spare time. I'm really desperate...http://www.mediafire.com/?k5mme25i8a1e3w4 Edited December 18, 2010 by Andyno Link to comment Share on other sites More sharing options...
Fumofumo Posted December 19, 2010 Share Posted December 19, 2010 Well, you missed a couple steps... On Step 5, you didn't insert the keyframe by hitting the I key then choosing LocRot. Next, I can't be entirely sure of this one, but did you use tazpn's kfupdater on Step 7? Lastly, you missed Step 8 where you had to click on the NiControllerSequence, hit the Txt button next to the name of the KF in the block details, then rename that to SpecialIdle or SpecialIdle_XXX, lastly changing the Cycle Type from CycleClamp to CycleLoop and saving. After having done that from your Blend File, everything worked perfectly and your handshake idle worked. Link to comment Share on other sites More sharing options...
Andyno Posted December 19, 2010 Author Share Posted December 19, 2010 Yes, it's the handshake idle... :smile: So you did it from my *.blend file... That's awesome! I really don't know where I'm missing something beacuse every step you mentioned I did too. That's really weird, isn't it? Maybe I did something wrong with that kfupdater. I used "kfupdater -p 50 -v 20.2.0.7 -u 11 -u2 34 -i skelm01.kf -o skelm01-out.kf" command.Send me please that *.kf you made so I can compare it with my bad one... Link to comment Share on other sites More sharing options...
Fumofumo Posted December 19, 2010 Share Posted December 19, 2010 (edited) Your KF code is fine. I'll have to remake the pose because I deleted it after I tested and finished. I'll up it to a filesharing site after I make another one. So, just to make sure, you are selecting the skeleton and then applying the LocRot keyframe right? That is the only I can think of that you might have erred on... I'll edit when I have it done. Edit: Well here you go. Interestingly enough, I didn't need to apply the LocRot keyframe so that was done properly. I'm guessing you didn't select the entire skeleton upon exporting? You have to hit A so it highlights all the bones then you export. Might save you a bit of time to delete the body too then select the skeleton on export. Oh and the naming scheme is different because I replaced it with one of my poses to test.http://www.mediafire.com/?nyre7ad5w0p7qc1 Edited December 19, 2010 by Fumofumo Link to comment Share on other sites More sharing options...
Andyno Posted December 19, 2010 Author Share Posted December 19, 2010 You made my day mate! :thumbsup: Thank you so MUCH!!! :yes:Now I just have to figure out where I did a mistake... BTW - Of course I selected the whole skeleton. I'm telling you - I did every step as was mentioned in the tutorial... I suppose I did something wrong at the importing/exporting in Blender... even since I was playing and trying to find the correct import/export combination, when I export some static object, I have to manually rename the node from 'NiNode' to 'BSFadeNode' in NifSkope. Before that I didn't have to do that. Strange. The more I'm working on it the more I get stuck... Link to comment Share on other sites More sharing options...
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