Grumpf_be Posted May 21, 2011 Share Posted May 21, 2011 RGMage2 Thanks for the tip, that is far beyond my knowledge of the kf files, if you don't mind, I'd gladly ask more questions to you. Link to comment Share on other sites More sharing options...
RGMage2 Posted May 22, 2011 Share Posted May 22, 2011 RGMage2 Thanks for the tip, that is far beyond my knowledge of the kf files, if you don't mind, I'd gladly ask more questions to you. I'm no expert, my knowledge is a lot thinner than I would care to admit, but sometimes I am able to figure things out. In this case I looked at the unedited kf in blender and saw that it also moved to the right in blender's animation window, and yet works correctly in the game. So I rotated the Bip01 in blender and the animation straitened out and that is what told me where to look in Nifskope. Credit to Geechan for a tutorial he published for static poses which deals with the 90 rotation that blender adds on export. I feel your pain here Grumpf_be, I myself am reluctant to post answers on the forums because I know it is inevitable that someone will come along behind me and tell me I am wrong even if I am right. So I mostly keep my answers to myself. I can't count the number of times I've composed answers to questions and then deleted my answer instead of posting it because not wanting to argue about it. I think that maybe this is true for many of us. We all just need to get along on these forums. We are not here as a reward or in recognition for past accomplishments. We are here in the hopes that we will help each other. :) Link to comment Share on other sites More sharing options...
Grumpf_be Posted May 22, 2011 Share Posted May 22, 2011 That's the spirit. Thank you.I also tried to modify the walking animation and simply force a constant 90° rotation through script... Not pretty but it did the job I wanted. Now with tip of yours if I want to do another one it'll probably be easier!Did you explore particle objects? Cheers. Link to comment Share on other sites More sharing options...
RebelOConner Posted May 22, 2011 Author Share Posted May 22, 2011 Rebel O Conner, I think I have a solution for you.:) it's working, thank you. Link to comment Share on other sites More sharing options...
RGMage2 Posted May 22, 2011 Share Posted May 22, 2011 Did you explore particle objects?I haven't gone there yet, though it is somewhere I would like to visit. If there is something specific you are trying to do then maybe you should start a thread about it. It could lead to some interesting reading. it's working, thank you.Glad to hear it. Good luck with your project. Link to comment Share on other sites More sharing options...
fore Posted May 22, 2011 Share Posted May 22, 2011 i would prefer a real answer.anybody else? The answer was right here on Nexus' Wiki: Avoiding_Blender_animation_pitfalls ;) RGMage's fix is good for 95% of all cases. I have described it under 7b) as "Fix the 90° Problem easy". Unfortunately it's not good in every case, and that's what you might have experienced. See 7c) "Fix the 90° Problem the hard way". Under circumstances which I don't understand, Blender NifScripts can generate (unnecessary) additional rotation data in the Bip01 NonAccum NiTransformData, and then you have to modify this data frame by frame. Not pleasant, but it works. (verified by one reader of the article) There is also another Wiki article (Creating character animations) which claims that the problem can be fixed in Blender alone by changing the IPO curves. I had never reason to try this, but maybe it will help you. Good luck :thumbsup: Link to comment Share on other sites More sharing options...
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