rjhelms84 Posted February 29, 2012 Share Posted February 29, 2012 Hey, I'm able to animate inanimate objects and get them working in-game, no problem. And I've also made custom poses and animations for NPCs, but I'm having a problem getting a creature anim to work. I have an Orang-utan, rigged to the trog skeleton. I created a new standing idle, to be used as a special idle. I created the anim using the skeleton that comes with the trog or sporecarrier in its nif, not the skeleton in skeleton.nif. Is that the problem? The problem isn't with the Geck, or in how I'm exporting or setting up the nifs, as I can do everything fine for an NPC's anim. If I have to use the skeleton.nif I'm gonna struggle a bit there, as the trog's skeleton is in a tricky pose by default, on all fours, and when I try to move the bones, I can't seem to do it without moving the nonaccum and the bip01, or whatever, which it's adviced not to mess with. Maybe I need to study of on bone posing in Blender. Any thoughts on this? Link to comment Share on other sites More sharing options...
Ghogiel Posted March 1, 2012 Share Posted March 1, 2012 I guess you can import the skeleton.nif and then import an animation that has a pose similar to how you want it, maybe tweak the animation, then set a new bind pose on one of the frames? I'm not sure how blender handles animation at all though. Link to comment Share on other sites More sharing options...
rjhelms84 Posted March 13, 2012 Author Share Posted March 13, 2012 What's a bind pose? I managed to get the animations working now, except one problem: the model is rotated forward 90 degrees. It looks that way in Blender too, when I import the skeleton and the vanilla idle anim. I tried rotating it, but it's still rotated forward in the Geck. Any thoughts? Link to comment Share on other sites More sharing options...
rjhelms84 Posted March 15, 2012 Author Share Posted March 15, 2012 (edited) Nevermind, I've solved this now. To get the model to rotate and move back into the proper position, I just had to move every bone in an animation frame, 'except' the bip01 and nonaccum. And about the initial problem, that was solved by importing the skeleton.nif with an attached anim, then making the changes I just mentioned, and now everything works fine. Edited March 15, 2012 by rjhelms84 Link to comment Share on other sites More sharing options...
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