lin25000 Posted June 3, 2020 Share Posted June 3, 2020 (edited) I'm trying to add bones for smp in nifskope, and is there a difference between using translation + rotation or just pure translation to describe a ninode? Like, a ninode with translation x=1, y=1, z=1, and a ninode with rotation making z axis perpendicular to (1, 1, 1), then with translation x=0, y=0, z=1, they generate the same coordinates in the object space, but are they actually the same? If rotation only serves as an alternate method to describe ninode transformations, and has nothing to do with actual rigging, then I'll stick to just using translation then, because it's easier. Edited June 3, 2020 by lin25000 Link to comment Share on other sites More sharing options...
Tasheni Posted June 5, 2020 Share Posted June 5, 2020 I don't know much about it, but maybe that little point you to something? For the animation of a ship only xyz rotation keys are used, as quadratic keys, translation is left with 0, scales are used with two keys. Look at the model rowboatanim01.nif. Good luck. Link to comment Share on other sites More sharing options...
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