vhrn Posted January 3, 2011 Share Posted January 3, 2011 I've only recently started using Blender with the objective of creating a handful of new animations to replace Oblivion's vanilla hand to hand techniques. I've tried to start by making a simple static h2h idle stance (a two frame animation with no change in posture) to get a feel for things. However, my character only begins to put up his hands in the idle, and then drops them; I've been through several basic Blender animation tutorials and tried changing the .kf file name and 0 NiControllerSequence value to "Idle" in Nifskope, but nothing fixes this problem. I have also changed the CYCLE_CLAMP to CYCLE_LOOP in Nifskope. Other animation replacers that I have downloaded work perfectly well, so I'm really out of ideas as to what I'm doing incorrectly. Any help would be much appreciated. Link to comment Share on other sites More sharing options...
fore Posted January 3, 2011 Share Posted January 3, 2011 Idles always have to be Cylcle_Loop. Otherwise the anim stops right away, just as you described. Also you need to set the bone priorities within an "appropriate range". The standard h2h idle is set to 20 for alll bones. Otherwise it might not show or overrule other anims. And you need to set start and end correctly in the Belender text editor screen. For the beginning I would recommend that you start with the standard anim and modify that instead of starting from scratch. Link to comment Share on other sites More sharing options...
vhrn Posted January 3, 2011 Author Share Posted January 3, 2011 Thanks for the information; I can now get my idle animation in the game. Unfortunately, my character abruptly faces right when he assumes it; I tried rotating the model in Blender and resetting the LOCROT, but to no avail. How do I go about correcting this? Link to comment Share on other sites More sharing options...
fore Posted January 4, 2011 Share Posted January 4, 2011 Thanks for the information; I can now get my idle animation in the game. Unfortunately, my character abruptly faces right when he assumes it; I tried rotating the model in Blender and resetting the LOCROT, but to no avail. How do I go about correcting this? Look at my response for "For the love of MOD somebodey, help!!" topic in this thread. It's always the same problem Link to comment Share on other sites More sharing options...
vhrn Posted January 5, 2011 Author Share Posted January 5, 2011 Thanks for your help; I did have to make make the rotation change for each of the Quaternion Keys entries, but at least now I'm facing the right direction; much appreciated. Link to comment Share on other sites More sharing options...
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