LindsayDomina Posted February 23, 2024 Posted February 23, 2024 Hi all so im back at posing again and ive run into an issue. my poses show up in game but my character or the npc is sticking halfway out of the ground. im not sure how to fix it i import a base mesh and import a vanilla kf i select the scene root and i adjust the pose to how i want it in pose mode i save the pose with ikeyframe locrotscale, after i do that i hit ctrl+leftarrow to open a different view settings in blender i open text editor and change TX: to ANIM, then i type this in the text box 1/start -name specialidle_castself -loop -at y 2/Blend: 12 3/ENUM: Face Bigaah 0.1 0.7 0.4 0.4 21/End i set the bone priority to 99 on scene Start: 1 End: 2 i select all bones and go to export my export settings. i export to the characters/idleanims folder i open nifskope and set the value to SpecialIdle i change the cycle to LOOP i import the object nif and set the texture to it. i open the TES kit and add the pose to work in a crystal ball menu i start my game and cast the pose spell on an npc and this is the result.. what am i doing wrong??? the character clips halfway into the ground and the metal ring object nif is floating and rotated the wrong way, i can fix the nif object but i have not been able to fix the pose. What am i doing wrong???
fejeena Posted February 23, 2024 Posted February 23, 2024 floating armor/Clothing Objects can be wrong weighting or wrong texture . Yes! I don't remember if missing _n.dds or _n.dds is present but not the .dds. I remember that I only corrected the two textures and the floating was fixed (of course right texture path in the nif ) And your textures path is wrong. A textures path starts with Textures\ . . . Not with C !! ( Normally you can use the nif, but not anyone who has installed their game somewhere else or doesn't have a Steam version ) And the game NEVER in C program files(x86) ! ! ! This can cause OBSE and OBSE plugins to not work properly. Pluggy, EngineBugFixes, silent voice, or SkyBSA and other methods of archive invalidate, which results in vanilla meshes and textures replacer not working . I don't use Blender, can not help. But your game is installed incorrectly and the textures path of your nif is incorrect. About game installation and how to move the game into another folder, see my yellow Link below.
TDA5 Posted February 24, 2024 Posted February 24, 2024 (edited) 8 hours ago, LindsayDomina said: Hi all so im back at posing again and ive run into an issue. my poses show up in game but my character or the npc is sticking halfway out of the ground. im not sure how to fix it i import a base mesh and import a vanilla kf i select the scene root and i adjust the pose to how i want it in pose mode i save the pose with ikeyframe locrotscale, after i do that i hit ctrl+leftarrow to open a different view settings in blender i open text editor and change TX: to ANIM, then i type this in the text box 1/start -name specialidle_castself -loop -at y 2/Blend: 12 3/ENUM: Face Bigaah 0.1 0.7 0.4 0.4 21/End i set the bone priority to 99 on scene Start: 1 End: 2 i select all bones and go to export my export settings. i export to the characters/idleanims folder i open nifskope and set the value to SpecialIdle i change the cycle to LOOP i import the object nif and set the texture to it. i open the TES kit and add the pose to work in a crystal ball menu i start my game and cast the pose spell on an npc and this is the result.. what am i doing wrong??? the character clips halfway into the ground and the metal ring object nif is floating and rotated the wrong way, i can fix the nif object but i have not been able to fix the pose. What am i doing wrong??? Bip01 is controlled by Navok, don’t touch it, it should be at zero height. For the height of the 3rd coordinate (in animation without movement - running, etc. just poses - the bone Bip01NonAcc,,, is responsible Example:https://twitter.com/i/status/1750346002731503945 Only XY , no Z For AO, you need to set up the bone in the animation with constraints and bake it as a whole (for example, bind the bone - Weapon, its rotation and coordinates - as you need, collapse the position (bake the state, and that's all bandicam 2024.mp4 Edited February 24, 2024 by TDA5
LindsayDomina Posted February 24, 2024 Author Posted February 24, 2024 1 hour ago, TDA5 said: Bip01 is controlled by Navok, don’t touch it, it should be at zero height. For the height of the 3rd coordinate (in animation without movement - running, etc. just poses - the bone Bip01NonAcc,,, is responsible Example:https://twitter.com/i/status/1750346002731503945 Only XY , no Z For AO, you need to set up the bone in the animation with constraints and bake it as a whole (for example, bind the bone - Weapon, its rotation and coordinates - as you need, collapse the position (bake the state, and that's all bandicam 2024.mp4 288.88 kB · 0 downloads What program are you using in the first 2 pictures?
TDA5 Posted February 24, 2024 Posted February 24, 2024 1 hour ago, LindsayDomina said: What program are you using in the first 2 pictures? 3ds Max 2016 But this doesn’t matter, the essence is the same everywhere, just a different interface.
LindsayDomina Posted February 24, 2024 Author Posted February 24, 2024 6 hours ago, TDA5 said: 3ds Max 2016 But this doesn’t matter, the essence is the same everywhere, just a different interface. How would i do this in blender or nifskope
TDA5 Posted February 24, 2024 Posted February 24, 2024 3 hours ago, LindsayDomina said: How would i do this in blender or nifskope I don't use blender, I only mirror bones and skeleton controllers, I did it a long time ago.
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