TheOniNinja Posted August 28, 2011 Share Posted August 28, 2011 (edited) So, mostly as a learning experience, I've decided to tweak a few of the DMC Stylish animations to make them compatible with BBB (Better Bouncing Breasts).I've got the animation more or less finished, and I'm mostly satisfied with how it turned out; except that it acts weird in game.The animation in question is the TwoHandForward.kf; when the player character begins walking slowly forward with a two hand weapon drawn the animation plays fine, but it first "jumps" a little bit to the left.I've tried fixing this in blender by simply translating the entire animation slightly to the right but it didn't work, and I can't think of anything else that might work.I've included my modified animation and would so much appreciate any advice that helps me get this sorted out.Thanks in advance. Edited August 28, 2011 by TheOniNinja Link to comment Share on other sites More sharing options...
fore Posted August 28, 2011 Share Posted August 28, 2011 The problem with your animation is, that it moves the Bip01 along the y axis instead of the x axis (as in vanilla forwards, and the DMC 2H forward you have used as input). I assume you have done this to avoid the troublesome Blender 90° problem? To my great surprise this seems to work. Maybe due to the camera01 definition, which in 1st person animations seems to force the player into forward direction (but here we are in 3rd person. So was this your idea??? Congrets, if so :thumbsup: ). But now comes a tiny deviation into place. The standard 2H Idle has a Bip01 x axis offset of -0.088. For standard and DMC 2H forward this is no problem, since they move along x axis anyway. But for your animation along y axis this seem to be exactly the little jump at the beginning. I don't see a fix for this case besides going back to x axis movement. But I can tell you how I do my BBB animations, avoiding Blender pitfalls as much as possible (see my Wiki link in my signature):- Generate the BBB animation with Blender- Copy/paste the Op data into the original (3ds Max) file with NifSkopeA little more effort. But really worth it. You are avoiding so many problems by doing that. BTW: you got BBB talents :) Link to comment Share on other sites More sharing options...
TheOniNinja Posted August 28, 2011 Author Share Posted August 28, 2011 Hey, thanks so much mate! I initially moved it along the y-axis because of a problem where she walked sideways instead of forward, but after turning the whole thing 90 degrees it works perfectly!I really appreciate the advice and I know that wiki page will come in handy. :thumbsup: And thanks for the kind words! I'll keep working on it, I'm hoping to at least finish the 2Hand animations. Link to comment Share on other sites More sharing options...
fore Posted August 28, 2011 Share Posted August 28, 2011 You're welcome. This walking sideways is exactly the Blender 90° problem I was talking about. Blender import scripts, to be exact. But before you dig into DMC too much: you know that you cannot distribute that on Nexus? The author prohibits modification and redistribution. Otherwise I probably had done this adaptation long time ago. :P Link to comment Share on other sites More sharing options...
TheOniNinja Posted August 28, 2011 Author Share Posted August 28, 2011 (edited) Yeah, I checked the file page for distributing permission but when I found none I assumed the author didn't want it redistributed. As I mentioned earlier it's mostly a personal project/learning opportunity. I'm currently using your NoMaaM BBB animations but I wanted to keep the 2Hand animations from DMC and add BBB support. I never really intended to upload it unless I could somehow get permission from the author.( Kind of selfish of me I know :sweat: ) Edited September 25, 2011 by TheOniNinja Link to comment Share on other sites More sharing options...
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