jamochawoke Posted November 5, 2011 Author Share Posted November 5, 2011 While I appreciate the tremendous effort you put into this... it still gives the bizarre exploded effect in-game. So I'm just going to redo the file from scratch the correct way by using the skeleton. Wish me luck that I somehow keep all the cool little tidbits that made the animation so impressive lol. Link to comment Share on other sites More sharing options...
fore Posted November 5, 2011 Share Posted November 5, 2011 While I appreciate the tremendous effort you put into this... it still gives the bizarre exploded effect in-game.Now this I can't believe. It's not exactly your animation in NifSkope. But it works in Blender, and in NifSkope, and there are no end frame keys missing. You might have put it into the wrong place, or renamed it badly. Have you checked with Blender? Link to comment Share on other sites More sharing options...
jamochawoke Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) Ok... I took another 6 hours and completely redid the animation. It's not as fluid as it was but this time I properly made the animation by importing the model, deleting the armature inside of it, then importing the skeleton and parenting it, according to the most popular animation guide. Then I went through and made the animation by selecting each bone for the important keyframes and rotating along x, y, and z axis until everything looked right, using some simple cube meshes as references as to where to keep the legs during the animation as rotating one major part of the complete skeleton rotated all of it. I played the animation and everything looked good. Then I made sure the animation had the proper Anim text keys and had keyframes for every single bone beginning and end. Then I exported using what you said. The skeleton.nif will animate correctly except for some reason all of the havok meshes are spun 90 degrees. I checked in-game and it's the same thing there... the havok and the pieces of the mesh are spun around 90 degrees around each bone joint. This time I properly saved the animation, skeleton, and model with reference blocks as a .blend file before export when everything was completely working. If you could look at the .blend file and tell me how you export it to get it to work in-game without the 90 degree issue I'd be grateful. http://www.4shared.com/file/wY4clhyL/spider.html Edited November 6, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
jamochawoke Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) Just FYI I tried the 90 degree fix found here: http://wiki.tesnexus.com/index.php/Avoiding_Blender_animation_pitfalls But that seems to only be for when the animation itself is twisted around. And I didn't touch the Bip01 or Bip01 NonAccum rotations (or even positions) during my animation. For some reason the animation and the skeletn are fine, but the havok and regular meshes are twisted around the bone joints? Edited November 6, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
fore Posted November 6, 2011 Share Posted November 6, 2011 Your animation is ok (except one point), and the skeleton too, as much as I can see. There is a big problem in your model. First to the animation: don't define unnecessary NonAccum keys. They only make trouble. Remove all but the frame 1 key for NonAccum (and for Bip01). Then you have a bad twist, apparently between Scene root and Bip01/NonAccum. I noticed in NifSkope that the generated animation has a strange NonAccum rotation axis (not rotation itself; Y=53.7, usually its 0 or 90). So I removed the skeleton in your blend file, and imported again with the generated animation, and all the mesh pieces appear scrambled. I don't know how you did this, and how you can fix it. I'm not a modeler. But I'm sure as long it is this way you won't be able to make proper animations with this model. Link to comment Share on other sites More sharing options...
jamochawoke Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) I'm not a modeller either. Not really anyways. Probably as much of a modeller as I am a 3D animator LOL. It's the spider resource that's available from the Nexus. The only changes I made to it were to delete a few mesh pieces around the mouth that looked weird and didn't help the model. Other than that I didn't touch the model. What someone did was to find a high poly free spider model online then they rigged it and added havok. The resource includes several animations (which are absolutely horrible, which is why I started this little project). But those animations DO work. They are just so hideously wrong that I had to make my own to replace them. Everything I am using is from the resource pack. I did manage to make an animation for the handtohand idle by reusing he idle stance and adding my own rotations to the already existing animation and everything turned out fine? This just has my head hurting. It sucks to see something work perfectly in Blender then just be a big old bag of fail on export. Edited November 6, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
jamochawoke Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) HOLY CRAP I HAD A SPARK OF GENIUS RIGHT NOW!!!! I imported my original .blend file with working animation. Then I moved it way out of the way I imported the skeleton with the original idle.kf that came with the modder's resource. Then I adjusted the idle.kf's scale of animation to mine. Then I changed every single keyframe of my animation I made into a ROT keyframe only (they were all LOCROT keys). Then I deleted every keyframe in the original idle.kf except the beginning and end and excluding bip01 and bip01 nonaccum.. Then I copied every single keyframe of my animation over to the idle.kf except the beginning and end and excluding bip01 and bip01 nonaccum. Then I saved. Then it worked. In NifSkope. In the CS. In the game. HOLY FRIKADEEDOO! Edited November 6, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
fore Posted November 6, 2011 Share Posted November 6, 2011 I know how you feel. I spent enough time to want a success here as well. :( Maybe you pm our friend RGM. He is very versatile with models. EDIT: CONGRATS :dance: Link to comment Share on other sites More sharing options...
jamochawoke Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) Wow do you know what this could possibly mean? Easy conversion between 3rd person view animations and 1st person view 0_o... amongst other things. Edited November 6, 2011 by jamochawoke Link to comment Share on other sites More sharing options...
fore Posted November 6, 2011 Share Posted November 6, 2011 Don't get too excited. :D You havn't solved the animation problem, just worked around it. And 3rd and 1st person skeletons are so different, you can't copy keys. I tried it for my flail animations. And what you did by hand I do quite frequently with Python scripts. :P Link to comment Share on other sites More sharing options...
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