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Blender3D 2.49b only exporting half of my animation!!!


jamochawoke

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So I just learned how to animate in 3D (it wasn't too different from 2D like I had feared after all).

 

So the first thing I go about doing was to fix the spider animations on the free spider creature resource here on the nexus.

 

I load up the first animation and things go slowly... I end up spending 8 hours doing 1 animation. But hey that's not too bad for a beginner. So I export my file after adding the bone priorities using Blender's NifScript Set Bone Priority script with the armature selected (using 31 as the priority like the wolf's attack animation) and adding the text data:

 

1/start

18/Hit

36/end

 

Then I hit export and animation only (.kf file) selected of course with the Oblivion defaults.

 

When I attach my animation to a model of the spider in NifSkope only half of the animation plays. When I load it up in the CS, the same things happens.

 

What did I do wrong?

 

:psyduck:

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Nevermind I got it to work... turned out much more fluid and beautiful than I expected.

 

I can be a doofus when I don't sleep :P

 

Basically what I did wrong was stretch out the keyframes in the action editor before exporting... but left half my keyframes past the beginning point of the animation (the timeline goes negative for some awful reason). So there you have it :P.

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Found out the problem...

 

I did not make the animation from the skeleton but from the armature within the model of the creature itself (ie just moving the nodes around that are stand-ins for the bones). This would have worked anyways... except for the fact that "Bip01", "Bip01 NonAccum", and "magicnode" were not in the armature with the model.

 

So that's why the CS is having fits playing the animation... I can't load the animation with the skeleton in Blender or it does the same explosion routine... and I get a CTD on game load with the creature.

 

Any solutions to this? I am not spending another 8 hours remaking the animation :/. I tried adding the controlled block interpolators from another animation file but that didn't work either.

 

There's got to be a way to fix this :/.

 

 

EDIT:::

 

I do have 3DS Max Pro version 7 and version 2010 with working nifscripts if I need to use those to fix it. I'm really walking on complete noob ground here.

Edited by jamochawoke
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Hey jamochawoke , if you want to do animations, you could help me with my flail animations instead. ;)

 

If you get bone explosions, you most likely have not all necessary keys defines for the last frame. If a bone has keys for frames other than frame one, than you MUST define a key for the last frame as well.

 

You should know about my Wiki about Blender pitfalls (note 5c). :P

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Every bone has a keyframe for location and rotation at the beginning (frame 1) and the end (frame 36).

 

I might have to redo the animation after all :/. Fortunately for this creature I only needed to redo the attack animations (and there were only 4 I needed to do) as all of the other animations that came with the resource look pretty good. However, I wanted a really really good jumping/biting animation so I could use it for attackpower and attackforwardpower attack animations.

 

What sucks is all of my other animations turned out fine... because I learned from this mistake and used the base skeleton to animate with and not the armature remnants...

 

If there's any way of recovering the animation (it plays in NifSkope using the mesh and armature in the Nif of the resource but in-game or just attaching it to the skeleton nif makes it explode) and you can help me out I will certainly help you do the flail animations. But I'm so busy I can't handle a workload of more than one thing at a time. This is the only animation left I needed for this creature and it's also the most complicated one I made. :(

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If there's any way of recovering the animation (it plays in NifSkope using the mesh and armature in the Nif of the resource but in-game or just attaching it to the skeleton nif makes it explode) .....

I have no idea how to do. But give me a link of the kf, and I'll have a look.

 

No need for reciprocation :)

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Here ya go... I included the .nif of the model which has the armature node remnants, the skeleton, and the faulty .KF.

 

The .KF will work and you can view it by importing the .nif in Blender or by attaching it to the .nif in NifSkope. It will explode the skeleton when attached though. That's where the problem with the game occurs.

 

http://www.4shared.com/file/FQBpMRpS/MessedupAnimation.html

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That's fairly simple. Your animation lacks key frames for Bip01 and Bip01 NonAccum.

 

If I compare it to a standard dog animation, you simply need to set NonAccum to all 0, and move your spider along the negative x axis on Bip01. You might want to compare it with the original animations, so it does the right direction in-game.

 

Nice job. :thumbsup:

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So I'd need to load the animation into Blender and then add the Bip01 and Bip01 NonAccum bones beings the animation doesn't have them and only works with the armature remnants which don't have them and then do those changes? Or did you mean in NifSkope?

 

Sorry it's a bit confusing is all.

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