fore Posted November 5, 2011 Share Posted November 5, 2011 You can copy/past it with NifSkope (see my Wiki) if the original animation has the same stop time. Or you do it in Blender: - start from scratch- import the spider body- remove ALL skeleton remnants (if this is what you call the little bone things attached)- import the skeleton with your animation (as usual)- click skeleton and go to pose mode- find Bip01 and insert key- find Bip01 NonAccum and insert key That's it, if you don't need a forward move as I explained before. Link to comment Share on other sites More sharing options...
jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 Ahhh that's the problem. I made t\he animation with the little "bone things attached" so when I import the animation with the skeleton the skeleton explodes. Will inserting the keys even if it's exploded work? Link to comment Share on other sites More sharing options...
fore Posted November 5, 2011 Share Posted November 5, 2011 Will inserting the keys even if it's exploded work?Your animation is fine. There is nothing "exploded" in it. Explosion is an engine reaction if it cannot properly determine some bone positions. One cause are missing keys on the last frame. Another (logical) cause seems to be missing Bip01 and NonAccum key frames. Link to comment Share on other sites More sharing options...
jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 Nah I meant importing the skeleton with the .kf file in Blender causing the skeleton to explode just like in the CS. I just followed what you told me. I loaded the model.Deleted the armature remnants.Loaded the skeleton with the .kf attached. ----> skeleton explode!Looked for the Bip01 and Bip01 NonAccum in the mess.Selected each of them in pose mode and created a locrot key for the start of the animation.Pushed the action editor slider to the end of the animation and created locrot key for the end. Loaded up NifSkope with the model and animation. Warning message ""The following controlled nodes were not found in the nif:" "Bip01" "Bip01 NonAccum". I thought "This is good, this is the same message loading up the default animations that came with the resource gives me". Played the animation. Everything worked fine in NifSkope. Opened up the CS. Clicked on to the creature's entry and found the animation. Loaded up the preview window and then CREATURE EXPLOSION! :psyduck: Link to comment Share on other sites More sharing options...
fore Posted November 5, 2011 Share Posted November 5, 2011 jamo, I HAVE loaded your skeleton and your animation in Blender, and I did not have any explosion. I couldn't load your spider mesh though, because it caused Blender to infinitely loop, apparently because of the missing texture. But loading the body mesh is of no importance here (or shouldn't be). So try importing skeleton and animation alone. If you still get the explosion then you may have used bad import options. Here is what I have done: http://www.mediafire.com/imgbnc.php/4f281aa05e5f9d671d736781d78341b53065cdc77c9064da8896172212f727ec6g.jpg Link to comment Share on other sites More sharing options...
jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 Ok I followed your settings and here's the pics of the settings to show I did and the result (explosion): http://img444.imageshack.us/img444/8679/importsettings.jpg http://img822.imageshack.us/img822/4969/importresult.jpg Maybe there is something wrong with my Blender install? I tried something else too. I loaded up the model with the armature remnant and the animation then loaded up the skeleton by itself. I then copied every keyframe from the armature remnant to the skeleton. Then I made keyframes for the Bip01 and Bip01 NonAccum in the skeleton. When the animation played in Blender it did this weird twist thing around the Bip01 with a much smaller explosion. Showed up the exact same way in the CS too. Link to comment Share on other sites More sharing options...
jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 Just tried going into the NLA editor and converting the action of the animated armature remnants to an NLA strip. Then I copied that strip from the armature to the skeleton. When I animated both of them in the timeline window stuff went crazy on the skeleton while the armature remnants stayed on course for the animation (like I've been experiencing all along)... According to the Blender forums this should have worked beings the bones are named the same but this is the result: http://img35.imageshack.us/img35/8221/animationcomparison.jpg As you can see armature (the black dots) is performing the correct animation while the skeleton (the blue bones) is going crazy all over the place even if it is remaining "somewhat" in the guidelines of the animation. Beings that Oblivion uses the skeleton to render animations and not the nif files themselves it looks like I will have to remake the entire animation from scratch. I think I'm going to go out and enjoy the day, then come back and do this... :( Link to comment Share on other sites More sharing options...
fore Posted November 5, 2011 Share Posted November 5, 2011 Ehmmm..... What do you call an explosion? Unfortunately you made a pic from the side, but when I turn my Blender 3D it looks pretty much this way. And if I play skeleton and animation in my Blender it looks like a spider move. Nothing like explosion. I have now "managed" to load the body mesh as well. It simply takes forever to load (although I have a pretty powerful machine), and after importing there are no bone parts which I could remove.But I simply imported skeleton and animations, and then removed the remnant afterwards. Then I define Bip01 and NonAccum keys for frame 1, and the turning is gone. So what remains is an animation which reminds me of a spider attack, but all moves are completely overturning. And THIS effect i know very well. Is it possible that in the original animation some or all of keys are defined with splines. Then there is a bug in Blender import, which tries to convert all splines into simple NiTransformData, but simply doubles all rotation changes. If so, send me the original file, and maybe I can fix your animation. :) Link to comment Share on other sites More sharing options...
jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 (edited) Ok, this is what I meant:: In NifSkope the animation is correct. In Blender when attached to the skeleton and in the CS (because Oblivion uses the skeleton to attach the .kf file to) the animation "explodes" like this... In NifSkope just loading the model and the animation you can see the "armature remnants" I used to animate with as nodes. Correct (NifSkope and Blender + model w/skeleton armature remnants) is supposed to look like: http://img189.imageshack.us/img189/8090/spiderattackcorrect.jpg InCorrect (Blender with skeleton + the Oblivion CS or in-game) looks like: http://img31.imageshack.us/img31/903/spiderattackwrong.jpg So yes the explosion may indeed be some form of hyper-rotation. By original file did you mean the original .blend file the animation was made with? If so I unfortunately do not have it as I overwrote it by accident when making a save of trying to fix it. But all I did to make the animation was load the model, hit Z so I can see through the model and select the armature remnants beneath and began to edit them using the action editor and keyframing. Then I exported it. If you want the original animation file it's right there. Just load the model with the animation and hit alt-a to see the animation move the model using the armature remnants (the 'nodes' in nifskope). Edited November 5, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
fore Posted November 5, 2011 Share Posted November 5, 2011 Ok, jamo. There is a lot gone wrong with this file. Something I understand: the location distortion which causes most of the explosion is a Blender export bug, which Nifskope apparently doesn't have. This was easily fixed. The rotation problem I dont understand at all (I can't read these quaternions). What seemed to be something like quadruplication on the front legs didn't really work on the side legs. So with some spreadsheet calculation I fixed your animation to some extent where I hope you can continue. handtohandattackpower_fix.kf At least you know now what to avoid the next time. ;) Link to comment Share on other sites More sharing options...
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