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Racemenu's NiOverride and frequent node updates


PaulGreen

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Posted

   For anyone who has knowledge and has a few minutes to answer question..

 

 

   I'm ( we are! ) attempting to basically do short animation segments via scripting rather than actual havok animation. The idea is to combine bodymorphs and bone transformations precisely.

 

   The general idea seems to work, except I notice that the function UpdateNodeTransform seems to reset the target mesh's bones to zero'd positions for just a quick instant. When trying to do several updates a second, it causes problems.

 

So...

 

   1) Is there a known better method of combining both bone transformations and mesh deformations for a fluid anitmation?

 

   2) Is there a way to update skeleton bone transformations via a script command that does not have that bind-position twitch?

 

 

Thanks!

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