Jump to content

Im making poses in blender for oblivion what am i doing wrong?


Recommended Posts

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

blend2.PNG.14abcd77bff42042db027a306015478d.PNG

blend1.PNG.d15a3e1207745972b38f40f8bb4cf39e.PNG

i select the scene root and i adjust the pose to how i want it in pose mode

Captureblend3.PNG.5dfeb9a4b053e8fb967e9a31107f124e.PNG

 

Captureblend4.PNG.7f92af7eca553b4e3125f9850bdafbdb.PNG

i save the pose with ikeyframe locrotscale, after i do that i hit ctrl+leftarrow to open a different view settings in blender

Captureblend5.PNG.6045918425d3b0ef14847685209575cc.PNG

 

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

 

Captureblend6.PNG.61d0aab1a2205404babc479e9ec85759.PNG

 

blend7.PNG.90815e969a3437afc403c1327024d313.PNG

 

blend8.PNG.b5253ddc7b80e196199cb4ddf6037f8c.PNG

i select all bones and go to export

 

Captureblend8.PNG.05dee7f457c9cfc9dde12b6da80823f2.PNG

 

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

 

blend9.PNG.0beababb415f9f167bb15eacb0e8164f.PNG

 

i import the object nif and set the texture to it. 

Captureblend11.PNG.61fc68c3fe226c43c3adb77756d25ebd.PNG

 

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???

 

20240221120027_1.jpg.ba6f71ba48808ab9129f035d78da2006.jpg

 

20240221120044_1.jpg.113bda1bc58ddc542227e21987f8d85b.jpg

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???

Link to comment

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.

Link to comment
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

blend2.PNG.14abcd77bff42042db027a306015478d.PNG

blend1.PNG.d15a3e1207745972b38f40f8bb4cf39e.PNG

i select the scene root and i adjust the pose to how i want it in pose mode

Captureblend3.PNG.5dfeb9a4b053e8fb967e9a31107f124e.PNG

 

Captureblend4.PNG.7f92af7eca553b4e3125f9850bdafbdb.PNG

i save the pose with ikeyframe locrotscale, after i do that i hit ctrl+leftarrow to open a different view settings in blender

Captureblend5.PNG.6045918425d3b0ef14847685209575cc.PNG

 

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

 

Captureblend6.PNG.61d0aab1a2205404babc479e9ec85759.PNG

 

blend7.PNG.90815e969a3437afc403c1327024d313.PNG

 

blend8.PNG.b5253ddc7b80e196199cb4ddf6037f8c.PNG

i select all bones and go to export

 

Captureblend8.PNG.05dee7f457c9cfc9dde12b6da80823f2.PNG

 

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

 

blend9.PNG.0beababb415f9f167bb15eacb0e8164f.PNG

 

i import the object nif and set the texture to it. 

Captureblend11.PNG.61fc68c3fe226c43c3adb77756d25ebd.PNG

 

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???

 

20240221120027_1.jpg.ba6f71ba48808ab9129f035d78da2006.jpg

 

20240221120044_1.jpg.113bda1bc58ddc542227e21987f8d85b.jpg

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

z0.jpg.026b1c06bc5209cb29c853d7d30d1037.jpg

 

z2.jpg

 

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

 

 

Edited by TDA5
Link to comment
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

z0.jpg.026b1c06bc5209cb29c853d7d30d1037.jpg

 

z2.jpg

 

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

 

 

 

 

What program are you using in the first 2 pictures?

Link to comment
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.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use