boostrodamus Posted February 2, 2011 Share Posted February 2, 2011 For movie making it would be advantageous sometimes just to have the actor stay put, kind of running in place... so the question :how to make a walkforward.kf animation play without going anywhere? Is this something scripted?Done in Blender? Any suggestions greatly apprecieted! Boostrodamus Link to comment Share on other sites More sharing options...
Hickory Posted February 2, 2011 Share Posted February 2, 2011 I'm no expert on animations, and I have thought the same thing many times for screenshots, but I'm not sure that it's possible. Doesn't the physics engine come into things here? I mean, that would have to be ruled out, surely? I know tcl removes collision, but when collision is turned off your character still acts as though they are on a solid surface. Then again, I may be talking out of my rear end. :whistling: Link to comment Share on other sites More sharing options...
fore Posted February 2, 2011 Share Posted February 2, 2011 For movie making it would be advantageous sometimes just to have the actor stay put, kind of running in place... so the question :how to make a walkforward.kf animation play without going anywhere? The safe way: import to Blender and remove all BIP01 key frames but the first. (this is for standard walkforward.kf. If there are other Bip01 changes than only x- Rotation you have to keep all Bip01 key frames and set their x Rotation to the value of the 1st key frame) But probably you can simply use NifSkop and remove from the Bip01 NiTransformData all but the first Translation Key. Link to comment Share on other sites More sharing options...
boostrodamus Posted February 2, 2011 Author Share Posted February 2, 2011 I'm no expert on animations, and I have thought the same thing many times for screenshots, but I'm not sure that it's possible. Doesn't the physics engine come into things here? I mean, that would have to be ruled out, surely? I know tcl removes collision, but when collision is turned off your character still acts as though they are on a solid surface. Then again, I may be talking out of my rear end. :whistling: I was thinking it could run in something like "actors in charge" you know like a cast idle Link to comment Share on other sites More sharing options...
Hickory Posted February 2, 2011 Share Posted February 2, 2011 For movie making it would be advantageous sometimes just to have the actor stay put, kind of running in place... so the question :how to make a walkforward.kf animation play without going anywhere? The safe way: import to Blender and remove all BIP01 key frames but the first. (this is for standard walkforward.kf. If there are other Bip01 changes than only x- Rotation you have to keep all Bip01 key frames and set their x Rotation to the value of the 1st key frame) But probably you can simply use NifSkop and remove from the Bip01 NiTransformData all but the first Translation Key. If this is all it takes, and I am not doubting you, I am astounded that nobody has released a pose animation pack with this feature. Link to comment Share on other sites More sharing options...
boostrodamus Posted February 3, 2011 Author Share Posted February 3, 2011 For movie making it would be advantageous sometimes just to have the actor stay put, kind of running in place... so the question :how to make a walkforward.kf animation play without going anywhere? The safe way: import to Blender and remove all BIP01 key frames but the first. (this is for standard walkforward.kf. If there are other Bip01 changes than only x- Rotation you have to keep all Bip01 key frames and set their x Rotation to the value of the 1st key frame) But probably you can simply use NifSkop and remove from the Bip01 NiTransformData all but the first Translation Key. Thanks ...now i at least know where to start reading...googling "Bip01 NiTransformData" :) Link to comment Share on other sites More sharing options...
fore Posted February 3, 2011 Share Posted February 3, 2011 If this is all it takes, and I am not doubting you, I am astounded that nobody has released a pose animation pack with this feature. Actually there is another, scripted way. It's used by this mod where your companion is at your side, not behind you (forgot the name). There the companion is doing a "playgroup", while his coordinates are calculated and set based on the players position and angle. I don't know however, how this looks if the NPC is in front of you (any stutter?) Link to comment Share on other sites More sharing options...
boostrodamus Posted February 3, 2011 Author Share Posted February 3, 2011 If this is all it takes, and I am not doubting you, I am astounded that nobody has released a pose animation pack with this feature. Actually there is another, scripted way. It's used by this mod where your companion is at your side, not behind you (forgot the name). There the companion is doing a "playgroup", while his coordinates are calculated and set based on the players position and angle. I don't know however, how this looks if the NPC is in front of you (any stutter?)the CS does this in the animation panel for actors...dont know if its hard coded, but that is what id like to be able to do with animations in game. Link to comment Share on other sites More sharing options...
fore Posted February 3, 2011 Share Posted February 3, 2011 (edited) Thanks ...now i at least know where to start reading...googling "Bip01 NiTransformData" I doubt that you will find this in google. Look at the wiki article in my signature. There is a NifSkope picture at the end, and a link to the NifSkope Wiki articles. The base idea is to find the Bip01 Controlled Block Interpolator. (In original anims it's usually easy: 1).The next block (block 2) then is the NiTransformData. Click it, and go to Block Details.Open "Translation" and "Keys".Change nuim keys to 1 and press the "double arrow" character. That should be all. Good luck Edit: I think the CS animation tab behavior can be simulated by the scripted method I mentiones above. Edited February 3, 2011 by fore Link to comment Share on other sites More sharing options...
boostrodamus Posted February 3, 2011 Author Share Posted February 3, 2011 Thanks ...now i at least know where to start reading...googling "Bip01 NiTransformData" I doubt that you will find this in google. Look at the wiki article in my signature. There is a NifSkope picture at the end, and a link to the NifSkope Wiki articles. The base idea is to find the Bip01 Controlled Block Interpolator. (In original anims it's usually easy: 1).The next block (block 2) then is the NiTransformData. Click it, and go to Block Details.Open "Translation" and "Keys".Change nuim keys to 1 and press the "double arrow" character. That should be all. Good luck Edit: I think the CS animation tab behavior can be simulated by the scripted method I mentiones above. I'll do that! The script idea ...so the script just keeps the actors coordinates the same? that's a neat idea... By the way...your BBB animation re-placer is awesome....off the read the article. Many thanks Link to comment Share on other sites More sharing options...
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