LordNapalm Posted December 4, 2008 Share Posted December 4, 2008 Does anyone know how to get "NiVisController" to work in Nifskope? I got it to work in the editor i.e. My lightsaber blade looks like it turns off and on. BUT:When it's in the game, it never turns on at all. I get handle.. but it doesn't appear to play the animation. Been hacking away at it for hours.. going mental. Link to comment Share on other sites More sharing options...
MAK10Z Posted August 5, 2010 Share Posted August 5, 2010 I've Run In to this Issue as well, any info would be great Link to comment Share on other sites More sharing options...
Dyadya_Fedor Posted August 5, 2010 Share Posted August 5, 2010 You must use PlayGroup command (except for "Idle" group - it plays automatically ). Link to comment Share on other sites More sharing options...
Ghogiel Posted August 5, 2010 Share Posted August 5, 2010 (does calling playgroup work on meshes with animations attached to an actor- I don't see how?) anywaylike most weapon animations- the viscontroller is targeted, controlled, and very likely keyed in the weapon animation kfs. the block structure and node naming conventions in your nif have to match up, or the controller cannot be targeted and played. ie the node that the viscontroller is a child of has to be named ##VisCtrl. the animation will then disable that whole node, and any of its child objects at a certain keyed time- i am not even sure any of the key changes you make in the nif will do anything- i think it's totally controlled in the kf. for example check the 1hmequip.kf for that controlled block Now if you want to make an edited version of any of the kfs, that is certainly possible. all you have to do is make a new controlled block targeting something like ##VisCtrl2, add the keys, then make sure your nif is set up correctly in regards to that. and i think that should work. < this should work for any kind of animations you want your modded weapons to play at any time a specific animation is called, it should hunt for that block and run the keys. Link to comment Share on other sites More sharing options...
ecksile Posted August 5, 2010 Share Posted August 5, 2010 Meaning you can stack animations within an animation? Link to comment Share on other sites More sharing options...
Ghogiel Posted August 5, 2010 Share Posted August 5, 2010 Meaning you can stack animations within an animation?that is what vanilla animations do. using the same example, 1hmequip.kf it has controlled blocks which target and control several weapon animations. from the baton extending to the viscontroller on the shishkabab. Link to comment Share on other sites More sharing options...
ecksile Posted August 6, 2010 Share Posted August 6, 2010 Interesting. I had asked about this in the past and was told it was and wasnt possible =/ Thanks for the clearance. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 6, 2010 Share Posted August 6, 2010 Interesting. I had asked about this in the past and was told it was and wasnt possible =/ Thanks for the clearance.mind the character won't be doing anything different. that animation the character does remains, the weapon is what has any animation you want, like you couldn't change the character from doing the motion of pulling a clip from the bottom of the gun, but you you make the clip enter and be removed from the top of the gun.... the character and object would be doing 2 different things making it just weird. so its about what you can get away with by adding new blocks. Link to comment Share on other sites More sharing options...
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