ProgMath2 Posted October 23, 2015 Share Posted October 23, 2015 (edited) After ending the new idle an npc is starting to move legs endlessly in all the common standing idles.https://youtu.be/sCmxVQqlijk I'm getting npc play idle (kf file from Human Chairs).additem tokenplayidle 1.Everything is going right. Actor is playing anim.removeitem tokenplayidle 1Actor stops the new animation but if it is standing, it's legs continue to slowly move! An effect persists after the target sits, walks, after cell reloads. As soon as the npc is standing idle, it's legs are moving. I've tried to write pickidle 1 several times. Tried to use playgroup idle 1. Nothing changed.I've tried to use reset3dstate - it helps, but only for one current idle. For example, if the target is readlig book and moving it's feet, then after the command it will stand like the good npc should. But after idle is renewed, the actor is doing it's dance again! Is that kf file really bad and unusable?Is there a way to make my little puppets behave? Edited October 23, 2015 by ProgMath2 Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted October 23, 2015 Share Posted October 23, 2015 Again looks like an idle animation with too high "bone priorities", capable of overriding all other animations playing on those bones, which is rather common with those "restraining" types of idles, actually. For reference, a normal idle animation in Oblivion usually has bone priorities of around 30 on the affected bones' movements. These kinds of restraining idles usually apply something more around 90 to 100 so the bones will always be "forced" to stay restrained, like "locked" into the animation as long as it's playing. But when it's no longer playing, higher bone priorities will still make the movements persist even though other idles are instructed to apply in their place. Their bone priorities are too low, so they'll never win the override battle, and you'll end up with a "blend" of some bones remaining to perform one movement while others do another. There should be a way to get it back to normal, but I'm not sure what that would be, apart from forcing another restraining type of idle with insanely high bone priorities onto them and seeing if it removes the unwanted effects once undone. But I'm myself only just starting to dabble into animation and Oblivion's idle manager and its numerous kinds of pitfalls and stumbling stones. I'm far from a knowledgeable enough animator myself still.However, if animations keep playing on bones, although their KF files are no longer played by the idle manager, it's a pretty sure bet that too high bone priorities in previously playing idles are to blame. Link to comment Share on other sites More sharing options...
ProgMath2 Posted October 25, 2015 Author Share Posted October 25, 2015 (edited) Again looks like an idle animation with too high "bone priorities", capable of overriding all other animations playing on those bones, which is rather common with those "restraining" types of idles, actually. For reference, a normal idle animation in Oblivion usually has bone priorities of around 30 on the affected bones' movements. These kinds of restraining idles usually apply something more around 90 to 100 so the bones will always be "forced" to stay restrained, like "locked" into the animation as long as it's playing. But when it's no longer playing, higher bone priorities will still make the movements persist even though other idles are instructed to apply in their place. Their bone priorities are too low, so they'll never win the override battle, and you'll end up with a "blend" of some bones remaining to perform one movement while others do another. There should be a way to get it back to normal, but I'm not sure what that would be, apart from forcing another restraining type of idle with insanely high bone priorities onto them and seeing if it removes the unwanted effects once undone. But I'm myself only just starting to dabble into animation and Oblivion's idle manager and its numerous kinds of pitfalls and stumbling stones. I'm far from a knowledgeable enough animator myself still.However, if animations keep playing on bones, although their KF files are no longer played by the idle manager, it's a pretty sure bet that too high bone priorities in previously playing idles are to blame.Thanks for your answer. Sounds plausible - at least for a person who knows nothing about 3d modelling (that's me).Fortunately, on the other forum someone mentioned function that solved my problem:update3d Here is the finished mod:http://www.nexusmods.com/oblivion/mods/46509/? Edited October 25, 2015 by ProgMath2 Link to comment Share on other sites More sharing options...
Recommended Posts