dreamtion Posted April 30, 2013 Share Posted April 30, 2013 i used lots pose mode, dont know how to hold a pose forever.i tried command idle, unconsious, does not work :confused: .if someone know how to do that? Link to comment Share on other sites More sharing options...
KimberJ Posted May 1, 2013 Share Posted May 1, 2013 In order to create statues? Holding a pose forever means it's a static object. To make an actor static what you would do is pose them in Blender or 3DS, remove the armature (skeleton) Then delete all vertex groups (weight paint) Then export the mesh with static object settings instead of rigged/skinned actor settings. Then the mesh an shader settings are checked an sanitized with nifscope. Link to comment Share on other sites More sharing options...
dreamtion Posted May 2, 2013 Author Share Posted May 2, 2013 (edited) In order to create statues? Holding a pose forever means it's a static object. To make an actor static what you would do is pose them in Blender or 3DS, remove the armature (skeleton) Then delete all vertex groups (weight paint) Then export the mesh with static object settings instead of rigged/skinned actor settings. Then the mesh an shader settings are checked an sanitized with nifscope.u mean i cant make a NPC holding a pose forever in the game? Edited May 2, 2013 by dreamtion Link to comment Share on other sites More sharing options...
dreamtion Posted May 2, 2013 Author Share Posted May 2, 2013 In order to create statues? Holding a pose forever means it's a static object. To make an actor static what you would do is pose them in Blender or 3DS, remove the armature (skeleton) Then delete all vertex groups (weight paint) Then export the mesh with static object settings instead of rigged/skinned actor settings. Then the mesh an shader settings are checked an sanitized with nifscope.thanks for reply, KimberJ. im a noob to modding, but i still found this is really helpful.i guess i hve to create a mod to hold a pose forever, or make it be a static object. Link to comment Share on other sites More sharing options...
KimberJ Posted May 3, 2013 Share Posted May 3, 2013 Animations will loop forever. It would still blink it's eye's maybe, an that's just weird. :D Animations are set up in groups. One group overrides the other, meaning that it will stop that animaton an play another. I don't remember it exactly, it's been a long time, and it wasn't very fun to work with. It was very complex an buggy. It's very picky about the player character too. That's why there are very little animations on the player, because it would be so much trouble to add in. Though it's only because it would have to be set up exactly correct. Zero room for error. The trouble in that is you have a lot of iteration & testing. Make it, test it, it didn't work, do it again, and again, and again, hey now it works. It takes a lot of time an patience. An example of groups. I don't exactly remember it. Walking is tied to the lower body group somehow then smoking a cigarette is tied to the upper body. The lower body is walking an the upper is smoking. If they were in the same group then one would override an stop the other as soon as it starts. In a pose what you are trying to do is override all animations, make them stop an play out your animation instead. You have a resting idle, that means they are just standing there breathing or swaying you know, at rest. I'm guessing you are looking at switching between the two based on conditions an scripting, but I wouldn't really know without looking at it. What you can do is to start looking at the animation groups, an try to wrap your head around how they work. Their organization and how the conditions on them stop them from playing out at the wrong time. You can also preview any character in the GECK. Make the preview window big, adjust the sensitivity of the geck controls on the preview window in prefereneces, an then watch animations play on a render of the character. This is very fun an can help show how the animations override each other. It's a very deep hole of information to jump into to figure out. Fun if you can get it to work without having your head explode from frustration. Link to comment Share on other sites More sharing options...
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