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rotation problem on rideable creature


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I'm not entirely sure what I did to be honest but I re-exported an older save of the animation and the warning has gone now. Thank God for back ups.

 

Ok another niggle that's not a huge problem but just annoying... When I export my animation files the stop time always seems to default to 1.63 seconds (50 frames in blender) regardless of the text commands I insert into the anim text file. Now when I've wanted to make an animation shorter (my fast forward loop for example is about 0.5 of a second I've just opened the file in nifskope gone down to the text keys and copied and pasted the value of the end time into the stop time. No problems there.

But in the case of my idle animation, which I wanted to make longer (about 3 seconds) I got the exploding mesh problem as though my final key frame was missing. It's something I can probably work around I'm just wandering what's causing this.

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I didn't know that it' possible to shorten animations. But whats the reason doing that if some frames are missing at the end?

It's certainly not possible to lengthen the anim. Where should the missing grames come from?

 

If you want to slow down an anim by prolonging the time you need to do this in scny with the frequency value in the .kf. Changing fps in Blender does not have the expected effect.

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Ok I'm obviously not being clear enough.

 

So I make a walk animation in blender that's 50 frames and takes about 1.6 seconds

In the anim text file I set my start frame at 1 and my end frame at 50

 

Then I make a run animation which is about 15 frames (lasts about 0.5 of a second.)

In the anim text file I set my start frame to 1 and the end frame to 15

 

I export them both and open them in nifskope. If I scroll down to the NiTextKeyExtraData and check the start and end times the animation for the walk starts at 0 and end at 1.6

then checking the NiTextKeyExtraData in the run file the animation starts at 0 and ends at about 0.5

 

But if I check the block details in the NiControllerSequence and look at stop time it's 1.63 for both. Fine for the walk but not for the run. So for the run cycle I copy the time from the end text key into the stop time in the NiControllerSequence and that's fine.

 

Now I'm doing an idle animation which will lasts aboutt 3 seconds. I do everythig like above in blender using the correct text keys etc

I export and check in nifskop. Again the text keys are correct but the stop time in the NiControllerSequence block dettails is 1.63.

So I copy the time from the end text key into the stop time and this time I get an exploding end to the animation like you'd get if your last key frame wasn't at the end of the animation.

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If your anim lasts 3 sec then you need 91 frames. And this number goes into the end text key. If the stop time says 1.63 than you only have 50 frames. I would never mess around with these values in NifSkope.

 

If you want to prolong a 50 frames anim to last 3 sec, than you have to change frequency, not stop time. That's the only "certified" way I know of, described in one of Seph's anim replacers (the link you can find in my Wiki article Avoiding_Blender_animation_pitfalls)

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