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I've been doing some research into the "my 1st person view is


Megatarius

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Some people have been complaining about how their camera is way too high when they go into 1st person, while using Deadly Reflex 6. This happens if you're using the maximum compatibility skeleton, or 3rd Person Animations in First Person View.

 

I've been learning to animate in Blender, and I noticed that when you import the maximum compatibility skeleton, and the walk forward animation file, for instance, the whole skeleton is raised up, except the main bone. I tried editing the animation frame by frame and having the skeleton back down on the ground again, but it didn't work in game. I don't know what the problem is, why almost the whole skeleton is so high up, and why it doesn't take in game, even though I fixed it.

 

Does anybody else know anything? I'm a noob at animating in blender. Does anybody else have any ideas for correcting this problem?

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I've been learning to animate in Blender, and I noticed that when you import the maximum compatibility skeleton, and the walk forward animation file, for instance, the whole skeleton is raised up, except the main bone. I tried editing the animation frame by frame and having the skeleton back down on the ground again, but it didn't work in game. I don't know what the problem is, why almost the whole skeleton is so high up, and why it doesn't take in game, even though I fixed it.

Megatarius, you are following the wrong idea to fix a skeleton incompatibility. Do you really want to change tens/hundreds of animations, many of which you can't even import correctly into Blender?

 

First the technical problem: You cannot raise Bip01 (I think thats what you call main bone) without raising the rest of the skeleton as well. All bones are directly or indirectly connected to Bip01, as defined by the skeleton. The reason why you don't see any height changes in your anim is because in-game the altitude is determined by 'Bip01 NonAccum', the only bone directly connected to Bip01 (in 3rd person). If you want to raise your character, you need to change 'Bip01 NonAccum' in your anim. But that would not help you.

 

Another problem: if you want to change 1st person anims, you have to import the with the 1st person skeleton (where the Bip01 is not lower than the Bip01 NonAccum)

 

I don't use DR, and I'm not a skeleton export. But apparently this effect is only with coronerra's skeleton, and NOT with the vanilla skeleton, right? Coronerra' s skeleton is based on the vanilla skeleton. With my limited knowledge I can't see any differences between both, except of course the additional bones. Even the translation vector for camera01 is the same in both skeleton.

 

My suggestion would be that someone with skeleton expertise might look into relevant differences between both skeletons. And which of these is DR relevant.

 

But never the less: THE CAUSE OF THE PROBLEM IS DR6!!!

All standard 1st person animation define the camera. But DR6 anims DO NOT!! (DR5 however does).

If DR6 works with one skeleton does not mean that it is done correctly! Don't blame coronerra's skeleton DR6' short coming!

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Thanks for the input. I actually was adjusting Bip01 NonAccum. Bip01 was down on the ground, and everything else, from Bip01 NonAccum and so on, was raised up. I was lowering Bip01 NonAccum in my adjustments.

 

This problem does not just happen with DR6. In fact, I'm not even using it. I'm using 3rd Person Animations in 1st Person View, which is the same thing DR6 uses. Same problems too.

 

Someone with better knowledge than I have has seemed to have fixed the problem and uploaded it already, so hopefully this is the last I'll need to worry about it.

 

 

And finally, I hope ALL YOUR CAPITAL LETTERS were simply for emphasis. That's cool. But it sounds like you're kinda pissed at me, like I was insulting one almighty mod or another. I was doing no such thing to either one of them. Take a couple of deep breaths before yelling at me, mkay?

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Arcane20 claims to have resolved this issue with DR6 and CMCS.

http://www.tesnexus.com/downloads/file.php?id=36684

 

I don't use DR so if someone can confirm all the issues with CMCS are resolved, I can give CMCS a try.

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And finally, I hope ALL YOUR CAPITAL LETTERS were simply for emphasis. That's cool. But it sounds like you're kinda pissed at me, like I was insulting one almighty mod or another. I was doing no such thing to either one of them. Take a couple of deep breaths before yelling at me, mkay?

 

Megatarius, I'm really sorry that you even thought I might be pissed at you. Not at all !!

If I'm pissed, then because of modders, who upload mods based on questionable ideas, and then leave it to the user to find work-arounds if they use the mod.

The capitals I used were for emphasis to point you and other readers to the base of the problem.

 

And BTW: the new skeleton you mentioned is probably the best current work-around available. But: it is not a mix of Coronerra's and "3rd person" skeleton, as claimed. It simply adds corronerra's breast bones to the "3rd person" skeleton (no tails, no wings etc). And since the "3rd person" skeleton is strangely tweaked (e.g. 81° tilt on z axis), I assume there are other problems iunavoidable.

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[...]

If I'm pissed, then because of modders, who upload mods based on questionable ideas, and then leave it to the user to find work-arounds if they use the mod.

[...]

Yet another person who has no concept of what a BETA release is...

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@vvk87: There are NO issues with CMCS, except when you use "3rd person anims in 1st person view" (which are used by DR6). CMCS has become sort of a standard, especially for BBB lovers.

 

@Smooth613: Ok, I apologize towards DR6, I wasn't aware that it's a Beta, and I'm not a DR user. I agree, that my first complaints were against DR6, but since I figured out that DR6' anims are based on "3rd person anims in 1st person view", I only had the latter in mind. Sorry again.

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