RoyBatterian Posted August 14, 2015 Share Posted August 14, 2015 Does anyone know of a tutorial for or can help me out explaining how to adjust the pivot points for animations in a mesh in nifskope? Also how do I attach .kf's properly to the weapon? Link to comment Share on other sites More sharing options...
mindboggles Posted August 15, 2015 Share Posted August 15, 2015 Don't know of any weapon animation tutorials, but the animations themselves run on the character using the weapon and some of the Bones / NiNodes of the weapon are addressed by them. Moving the NiNodes might not always get you what you want if the .kf has their position set in it. You can adjust things like the ProjectileNode, ##SightingNode, but others like the ##Clip get addressed by the animations and if you need the mesh moved transform it relative to it's parent NiNode. Hope some of that helps. Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 15, 2015 Author Share Posted August 15, 2015 Well I mean most weapons have a kf attached to them and I can watch the animation in nifskope, but I have which has none so I don't know if it will animate properly. I don't know how to attach the correct .kf to it. I got the node names and stuff down, that's not the issue for me. I also need to adjust the pivot points in the mesh for the animations so that the magazine returns to the correct position when being reloaded instead of poking up through the top of the weapon. Link to comment Share on other sites More sharing options...
mindboggles Posted August 15, 2015 Share Posted August 15, 2015 Is there a similar vanilla weapon for the one your making? You can use a vanilla one as a donor nif and copy / paste the meshes for your weapon into it and then just transform them within their respective NiNodes. Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 15, 2015 Author Share Posted August 15, 2015 nevermind. Link to comment Share on other sites More sharing options...
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