Interfer0 Posted December 21, 2010 Share Posted December 21, 2010 I am trying to create a new creature in the game, it will be diffrent enough from the rest of the creatures in the game that a new skeletal system must be used. So I created the new creature, created the bones, weighted the bones to the skin.I exported the creature to a nif, and created and exported a .kf animation of the creature running. The nif shows up just fine. The problem comes up when you add the KF animation to the NIF. All of the bones move to one point, and its just a gyrating pile of maddness. If I export the object and the animations together they show up just fine, but this won't work correctly for movement animations like I need them too. I tried setting my animation keys to just rotation, LocRot, and VisibleLocRot. None of these worked. Anybody have any ideas? Link to comment Share on other sites More sharing options...
simplywayne90 Posted December 21, 2010 Share Posted December 21, 2010 Hey Interfer0, Anyways you know I'm no modder but I did include a tutorial for new creatures on the modelers thread when I posted about Frank HorriganModels And Resources Thread Also I started a new thread for new creatures and robot ideas and models that may interest you.Post your possible New Vegas Creature and Robot Ideas Here Link to comment Share on other sites More sharing options...
Ez0n3 Posted December 22, 2010 Share Posted December 22, 2010 (edited) Kinda sounds like you are embedding the animations in the nif, like an animated static? I think the animations have to remain separate from the nif and skeleton. Skeleton.nifMesh.nif./locomotion/MTForward.kf./locomotion/MTBackward.kf./locomotion/MTLeft.kf./locomotion/MTRight.kfh2hattackleft_a.kfh2hattackright_a.kfetc... Unless I read that wrong. Edited December 22, 2010 by Ez0n3 Link to comment Share on other sites More sharing options...
simplywayne90 Posted December 22, 2010 Share Posted December 22, 2010 Heres a new vegas mod with some new insect creatures, perhaps you can contact the modder and find out his method. http://www.newvegasnexus.com/downloads/file.php?id=38877 Link to comment Share on other sites More sharing options...
Interfer0 Posted December 22, 2010 Author Share Posted December 22, 2010 Simply- I will check with that guy. I think those are just new models set over old skeletons though. I could be wrong. Ez0n3- I know about that, my problem is getting the mesh to point to the skeleton, and that pointing to the animations when the mesh is loaded in the GECK. Maybe I will try and import some of the other meshes into blender and see if I can't hack things back out with my mesh instead of that one. I may also have to try it in 3DS, maybe the export process works better with creatures from there. Link to comment Share on other sites More sharing options...
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