macavity Posted February 24, 2016 Posted February 24, 2016 Greetings. I have been attempting to convert an Oblivion idle to fallout. I've tried many variations of each of these: Oblivion file -> Pose Converter standalone result: kf files are not processed, nif files end up twisted when imported to blender. Oblivion -> Blender (2.49) -> Convert Pose 0.81 Dev -> save as text -> load Fallout skeleton -> load Convert Pose animation from text -> kf -> nifskope ... (2 hours of modifying keyframes and quaterions) result: target falls through the floor Blender -> jack the skeleton upwards 6.7 units -> fallout ... result: target falls through the floor Blender -> 'direct' wxy modified export script - target falls through the floor After 4 days I have a working animation in blender using the fallout skeleton, but I don't know what is breaking before Simple Animator plays the thing. Anyone who actually plays the animation falls into the floor and disappears forever - except Willow because her radio allows her to teleport. The animation is just a standing idle. The target isn't supposed to go anywhere. I figured once I had it working in blender the rest would be easy. ... haha Mac fail.7z
Guest Posted February 24, 2016 Posted February 24, 2016 Maybe some problem on the animation file. Want to upload the file?
macavity Posted February 25, 2016 Author Posted February 25, 2016 Uploaded. This one falls over on her right side (embedded in the floor), performs the animation sequence and disappears forever. I still have the 'no nifskope required' wxy nif export script, but I still had to edit the .kf for 'start' and 'end' text data entries. AFAIK none of the nif import/export scripts work for Fallout NV - which can't be true. I also tried to simply import and export the 'dance booty shake.kf' included in the small animator - no edits. In the game it didn't fall through the floor but it slides around and wobbles like PSY in gungnam style, which is better than what blender showed, as blender had the spine do a cartwheel on the pelvis at one point... I'm sure that would've been creepy in game. I appreciate the help.
Guest Posted February 25, 2016 Posted February 25, 2016 It could be more than a problem, let's narrow down some of them. In the fail.blend you provided, your animation seems built on a first person skeleton (see the typical structure with Looking Rotate etc. I attach on the picture). AFAIK none of the nif import/export scripts work for Fallout NV - which can't be true. If you're referring to nifscripts, they work. The problem in my opinion is that the whole subject isn't very easy, it happens often to make mistakes during the process, especially the first times you make animations.
macavity Posted February 26, 2016 Author Posted February 26, 2016 Well, I got it to work. So here is my 'fixing animations' troubleshooting guide: I assume you have a animation working in blender. Q: target moves instantly into the floor, lying on their side. A: Did you use the wrong skeleton for the animation? - use the other one. If that works better then proceed. Q: Animation causes the actor to fall halfway into the floor. A: Lift 'Bip 01 Non-Accum' up by 6.7 units over 'Bip 01'. This has to be reflected in all the keyframes. Q: Animation interrupts the target but doesn't play. A: check that your 'start' and 'end' times are defined in NifSkope: These are in 'NiTextKeyExtraData', there must be at least 2 entries: {Time = 0.0, Value = 'Start'}, {Time = LASTFRAMETIME, Value = 'End'} Those are times in seconds, and appears to work ok if you go over a bit. To determine the last time, you can check the time in your keyframes in Nifskope in any NiTransformData block. Pick one with a lot of keyframes and get the time from the last one. Q: I read that I have to modify every keyframe in Nifskope A: That will take hours, and you'll make a mistake. Don't even try. If it doesn't look right in the game, go move 'Bip 01 No-Accum' and re-export. Moving Bip01 is for movement (like walking). Being in the wrong place (up down left / right) is probably a problem with 'Bip 01 no-accum'. The only thing you'll likely have to fix this way is the 'Start' 'End' text keys (see above) and that's only 2 entries. Attempting to do math on 30 tuples per second of animation with the nifskope interface is nothing but pain.
Guest Posted February 26, 2016 Posted February 26, 2016 using a first person skeleton on a third person animation doesn't seem serious
macavity Posted February 26, 2016 Author Posted February 26, 2016 Perhaps your understanding is so deep that you are having trouble anticipating what newbies do not understand. For example I don't know any differences between the two other than file size and path. Even if I look at them in blender, they look the same to me. I reckon it's the same problem my parents have with computers. Honestly, even I occasionally have trouble with mobile phone interfaces. Don't even get me started on Lotus Notes. Edit: or did I get the 1st vs 3rd person skeleton backwards?... because really all I did was "oh that skeleton was the wrong one, let me do it again with the other one." Edit 2: there - I've modified the instructions to punt on the specifics of 1st vs 3rd person skeletons while leaving it as a potential source of serious error. Edit3: I should thank you more. Thank you, were it not for your help I would be sad and frustrated about my failure. I would've wasted many more hours and might've given up, but you took the time to help me. I appreciate it, and the time you undoubtedly spend looking for and helping random people. People like me who have not spent the time in places like this to achieve the necessary knowledge. Thank you Thank you. Mac
Recommended Posts
Archived
This topic is now archived and is closed to further replies.