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Invoking an animation and animation body fix


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Posted

Hello, I'm trying to invoke an animation on my player after eating a food. I saw that in another mod and it works good but only if you are sitting. I though I could force a third person view, then a tfc so that the animation is shown. I've read it is made with NVSE, is there a way to do that without it? I think it's a little premature for me using NVSE, since I still need to learn better the common functions.

 

Also, I followed a very detailed and well explained guide by Labrat on how to make animations. It's everything ok but sometimes in some modified animations (and I can't understand what I do on Blender to obtain that effect) my body "explodes" in game, nodes go to infinite or body disappears while playing the animation. I found a guide here:

 

http://wiki.tesnexus.com/index.php/Avoiding_Blender_animation_pitfalls

 

(citation)

"(5e) – Remove „spikes to infinity“ (in Blender and in-game): some kf files cause „spikes to infinity“ in Blender, and later in-game, if you try to re-export them. This is NOT the „breast to infinity“ effect BBB (Better Bouncing Breasts) user might experience. Mostly these spikes come from the ForeArmTwist bones and are caused by „strange“ constants <float_min> or <float_max> in the bone's LocRot. These values are defined with 3DS Max, and are badly imported into Blender.
Go to the affected bones Transformation Properties and set these values to 0"

 

I think this is my issue, but I'm not sure since in Blender they work correctly. But yes, I don't understand what that guide tells me in this case. I checked the ForeTwist but I can't see these constants it says. Should I fix in Nifskope maybe?

 

------

 

Another guide (http://wiki.tesnexus.com/index.php/How_to_fix_your_animation_FAQ) says:

 

(citation)

What do I do when my character's body explodes (messed up) when the animation is played?

Isn't this problem really funny? Well, this happens when your animation itself is longer (or lower) than the timeline (both Blender timeline and Oblivion "textscript" ). Your timeline's end (both Blender timeline and Oblivion "textscript") must be exactly equal to the animation one."

 

But again I'm not sure it's my case, I don't think this "textscript" is also part of New Vegas, and in Blender I see the timeline finishes correctly at the same frame as the animation I imported to modify. Also, I modified some animations reducing the end frame and... well I exported it and it was working.

 

I also looked for similar posts, I found one but unfortunately there was no answer :-(

 

I wish you a good day

Posted

Some of the "exploding" can come from bad keyframes in the middle of the animation or if the animation maker forgot to have the 1st and last keyframe be exactly the same for looped animations.   Sometimes the animation maker may just forget to have a final keyframe at the Bip01 or Bip01 NonAccum or the Bip01 Pelvis.

 

There are lots and lots of other reasons (like scaling and so on) and to be honest the only real way to see is to post the blend file (or 3dsmax file).  Then someone experienced in that games animation details can examine it and figure out the issue.

Posted

Thank you very much Gregathit.

The original animation I modified is working, so I suppose it's something I did. What I do is still very limited, I don't know much about animations, I simply move the little green nodes in Pose mode until I like the animation. Other times, when doing this isn't satisfying, I move them frame by frame until it moves smoothly. Also I use scaling sometimes... is it bad? But mainly, before posting the file itself and give some "work" to experienced people, I really would love if I can understand where I did wrong, it really helps me a lot through my learning curve. What could I do to understand that? I mean, since in Blender it works fine, what are the tools I can use? should I look for an error in Nifskope? If there's something I can do, like checking every single NiTrasformInterpolator / NiTrasformData, I'll do it, but I really don't know what I'm looking for...

 

EDIT:

 

"Some of the "exploding" can come from bad keyframes in the middle of the animation"

You know what? Animations usually start good and then they explode. Or randomly disappear body. But they start good. So this sentence maybe is what I really need. Now I'm wondering, how can I check if a keyframe is good or bad?

Posted

NEVER use scaling.  That is the quickest way to blow up your animation.  Don't use the scale bones AT ALL.  Move the normal bones around to your hearts content but try to leave the Bip01 and Bip01 NonAccum alone.  Move the pelvis instead.

 

Even "moving" stuff can break things.  Try to use the "rotate" command (you can right click to get it).

 

There isn't a way to "check" the keyframe so much.  I just usually wipe it out completely and redo it.

Posted

Oh... and I was moving too... :-O Thank you so much for the clues, I'll wipe it and redo again without doing that, I'm sure I won't have any more troubles following these advices!

 

Have a good day!

Posted

Use the move command only on a couple select bones like the Bip01, Bip01 NonAccum, and Bip01 Pelvis.  Pretty much everything else needs the rotate command.

 

Now you can use scaling on a couple bones, but I highly recommend that until you have quite a few months of animating experience and understand how and where to use it, that you refrain from doing so.

 

Cheers,

Greg

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