Deleted477949User Posted January 9, 2011 Share Posted January 9, 2011 I've posted this up on the nif tools forum and the TES forum as well as I could really use some help on this one. Ok so I'm working on a custom creature, I've made a skeleton mshes, animations for movement etc and it all works fine. The next step is to make it rideable. Now I've tried adding the actor parent node in nifskope the way it teaches in the rideable creatures tutorial.... http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures so far I've achieved the following. The creature is in game, he walks, he runs, he turns and using the pegasus flight script and a jumploop animation he flies so all good there. However the player character is badly rotated on the mount (see screen shot.) I've tried.... copying and pasting the horse actor parent node as explained in the tutorial creating an xform node and making the actorparent node a child of it. I've created an actorparent node in blender, re-exported the skeleton, cleaned it up, added the nstringextra data from the horse actorparent node to the one in the skeleton and still the same thing I've altered the nodes translation and roatation in numerous ways and still I'm getting this. I've also followed all the steps in the tutorials for cleaning up the animations. So basically I'm out of ideas here. Any help would be welcome as this is the only thing in my way now. IF you need to see the file I'll upload it. http://i136.photobucket.com/albums/q189/arkham666/wtf.jpg Link to comment Share on other sites More sharing options...
Hickory Posted January 9, 2011 Share Posted January 9, 2011 Take a look at the comment in this thread. Link to comment Share on other sites More sharing options...
fore Posted January 9, 2011 Share Posted January 9, 2011 Take a look at the comment in this thread. The solution I've described there is propbably not enough. The player is turned in 2 directions, I've never seen that before ... :confused: Must have to do with that tool you are using. I guess that you have to change 2 values for BIP01 NonAccum Rotation to 90: R and probably Y. Or you some other combination Y/P/R with 90/-90. Give it a try. EDIT: What you show is AFTER the mount (i.e the IDLE) ? The same picture during forward/fastforward/jump?If so, it looks like one of the idles (both _male\idle.kf and <creature>\idle.kf are possible) is bad: bad rotation AND high priority on BIP01/BIP01 NonAccum. Link to comment Share on other sites More sharing options...
Deleted477949User Posted January 10, 2011 Author Share Posted January 10, 2011 Yeah the position on the mount is after I've mounted the creature and it remains for all animations. I noticed in the Akatosh mod the creature is rotated oddly during the animations, perhaps this was to help compensate for the same problem. I've tried to contact Saidenstorm but he hasn't responded yet. I also tried rotating the creature in the same way for my own idle animation. When I rotated from the bip02 bone it made no difference, when I rotated frim the nonaccum bone the creature was lying on the ground and the character had rotated along with it. So no help there. What's the deal with bone priority? Could it be responsible in some way? The tutorial is very vague on bone priority and I've tried loading a skeleton into blender tolook at the priorities Beths used but the script window doesn't show anything. Link to comment Share on other sites More sharing options...
fore Posted January 10, 2011 Share Posted January 10, 2011 It's really hard to say, and I havn't done very much with the 2 skeleton anims.What I know is, that if you modify a BIP it has to be BIP01 or BIP01 NonAccum, because they define the character's position/rotation on the creature.But you should also check the Actor Parent in NifScope and compare the Rotation with a working anim (like horse forward) What came into my mind (although the body would probably be more twisted): the time for the end key (in NiTextKeyExtraData) has to be exactly as in the NiControllerSequence -> Stoptime, if Frequency is 1. The bone priorities you can find with NifScope in the NiControllerSequence -> Controlled Blocks for each bone. Sorry, but I don't think I can be of any further help. :sad: Link to comment Share on other sites More sharing options...
Deleted477949User Posted January 15, 2011 Author Share Posted January 15, 2011 Well you put me on the right track anyway. I looked through the controlled block and found the NiTransformInterpolator responsible for the rotation of the player character. I then just changed the values to correct the position. It looks fine now but I've encountered a new bug, this one specifically for the jumploop (in my case the flight loop) The vids pretty crappy resolution but you can see clearly enough what's going on. The rider it rotatated at an odd angle on the Z axis and seems to fall backwards through each cycle of the jumploop. Any ideas? Link to comment Share on other sites More sharing options...
fore Posted January 15, 2011 Share Posted January 15, 2011 I have no ides. I've only BBBed riding anims so far, so I don't really understand how things work together. I guess you made it a jumploop to have nice starting/landing action!? From the move I have compared with horses walkforward (thats what your basically does), and there only Bip02 is moving forward. Neither Bip01 nor Bip01 NonAccum moves forward. So the connection Bip02->Bip01 must be ActorParent, and I have no idea how this works together with Bip01. But something else is strange. Your character does not only move back, but also a little upwards. As if she is moved by the wings collision object. Is it possible that this has an impact? BTW: I have written a Wiki Article Avoiding_Blender_animation_pitfalls. It's not done yet (pics missing), but you might be interested. Link to comment Share on other sites More sharing options...
Deleted477949User Posted January 15, 2011 Author Share Posted January 15, 2011 (edited) Ya know I actually thought it might have something to with that when I was making the video. I made an animation with the wings static but the same thing happened. Also the body stretched wierdly. Well I'll chew this over for a while until it cracks lol. Maybe...... edit Ok whatever the problem is, it's specifically related to the jumploop animation. So a very clever person (which I am) theorised that... if I export the aniation as a fastforward animation, use the kf merge program to add the horse features from the horse fastforward, then change the anim group value in nifskope and the kf name to jumploop.... well you can see where this is going can't you. Long story short I cracked it! Edited January 15, 2011 by Guest Link to comment Share on other sites More sharing options...
Deleted477949User Posted January 18, 2011 Author Share Posted January 18, 2011 Hi me again. So since I got all the basic movement anims working I've been in the tweaking process. I've made some minor alterations and re-exported my animations. Now I've been greeted with a couple of error message in the CS. As far as I can tell though it doesn't stop the animations running either in the CS or in the game so is this something I should worry about and what do I do to get rid of them? http://i136.photobucket.com/albums/q189/arkham666/error2.jpg Link to comment Share on other sites More sharing options...
fore Posted January 18, 2011 Share Posted January 18, 2011 The 1st warning "anim in place" is in all Blender modded walk anims I have seen so far. Unavoidable, but not a problem (seems to be a Bethesda leftover from early 3DS Max times). The 2nd could be more severe. You get messages like for OPn bones that when you open BBB anims without BBB skeleton. However Scene Root should not be part of kfs, it's the root for all nifs (including skeleton). Did you export "geometry + animation" by any chance? Link to comment Share on other sites More sharing options...
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