RohZima Posted March 30, 2019 Posted March 30, 2019 Hey I have been messing about trying to get an animated nif into skyrim 32bit The issue is that the animation shows up in nifskope but not in the CK or in game The mesh is animated by a simple 3 bone skeleton It's just a simple test file Cheers
t.ara Posted March 30, 2019 Posted March 30, 2019 hi, what is this?? a weapon? if so: you can no create an animation like this onto an existing skeleton.... here i see something like a gamebryo-animation which you like to equip (add to an humanoid skyrim skeleton). if you create a weapon, it can only be scripted if you want the weapon to be moving (like a whip for example)-but gamebryo offers better sollutions for a "whip" btw. A weapon needs also a collision to be working ingame, for best a capsule-shape-if this collision is hitting an NPC, the weapon is "working". animated nif-files have to come along as furnitures-then they have their own behavior-files or you have to glew "something" to the skeleton, like SMP is doing...anyway, you need a "framework" for this happening. .....or they came as clutter (most easy way)....or in form with havok-physics-there are some different possibilities...you have to know them all and be able to choose the best way, for what you like to create. If you want that "stone" move ingame continuously independent of a humanoid skeleton, the file has to be looking different. Keep in mind, that skeleton related (addressed files), have to use SKINNED function, so that they show up ingame with a human skeleton. This is leading me to a new idea:-)... I´ll have a try on this and share it with you, if it´s successful.
RohZima Posted March 30, 2019 Author Posted March 30, 2019 Its nothing, just a test file You can play the animation in nifskope but in the CK or game its just static
RohZima Posted March 30, 2019 Author Posted March 30, 2019 Sorry yeah I am loading it as an animObject thats why it's named as the hoe so I can test it
RohZima Posted March 30, 2019 Author Posted March 30, 2019 21 minutes ago, t.ara said: hi, what is this?? a weapon? if so: you can no create an animation like this onto an existing skeleton.... here i see something like a gamebryo-animation which you like to equip (add to an humanoid skyrim skeleton). if you create a weapon, it can only be scripted if you want the weapon to be moving (like a whip for example)-but gamebryo offers better sollutions for a "whip" btw. A weapon needs also a collision to be working ingame, for best a capsule-shape-if this collision is hitting an NPC, the weapon is "working". animated nif-files have to come along as furnitures-then they have their own behavior-files or you have to glew "something" to the skeleton, like SMP is doing...anyway, you need a "framework" for this happening. .....or they came as clutter (most easy way)....or in form with havok-physics-there are some different possibilities...you have to know them all and be able to choose the best way, for what you like to create. If you want that "stone" move ingame continuously independent of a humanoid skeleton, the file has to be looking different. Keep in mind, that skeleton related (addressed files), have to use SKINNED function, so that they show up ingame with a human skeleton. This is leading me to a new idea:-)... I´ll have a try on this and share it with you, if it´s successful. I can't do what I wanted to do then because the animated nif has to load attached to the character using NiStringExtraData node, probably animObjectB or some bone like that. For what I want it has to function as a typical animObject but be animated as well.
t.ara Posted March 30, 2019 Posted March 30, 2019 maybe this item is helpful in comparison...anyway it´s not a weapon...the animation, which you created can´t start all alone-this has to be initialized thru a special gamer´s action-therefore this sort of animation has to be used in special CK-conform slots-YOU have to know, if it´s a door, a furniture, an anctivator, a weapon or something like that. My example shows an automatically working animation, which is continuously playing-always. This makes only sense on some few items like hanging down rope-chains, which are slightly moving into the wind-air-flow.... Maybe this item is a little helpful for your further stuff. ZazPendlingGibbet.nif I make that from time to time for clutter, like hanging chains with cuffs-nothing is more easy than that. Those files can be used as SIMPLE static-clutter !!!
RohZima Posted March 30, 2019 Author Posted March 30, 2019 32 minutes ago, t.ara said: I make that from time to time for clutter, like hanging chains with cuffs-nothing is more easy than that. Those files can be used as SIMPLE static-clutter !!! Yes I was after doing the same but with a highly complex skeleton... lol. Ok I will go with this style thank you sir -Roh
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