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Animated armor pieces, future of SO mods?


Dojo_dude

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Posted

Greetings, I'm trying to create a new suit of armor that uses animated elements, specifically the Ant Queen Abdomen [head crest] and some Slime [X-parasite] from SO Breeder to create a mutated SA-X Powersuit.

 

I've attached an image. The issue I'm having is that the two animated elements when Transform -> Apply is applied to them, go back to their original size and position... ugh! Everything else that is not animated stays in the proper place!

 

I have Blender 2.49b but have only opened it once. Is there a way to get this to work?


I've attached the ".nif" file.

post-577388-0-30960700-1476642380_thumb.jpg

sax_mutated10.nif

Posted

that looks wicked, were you planning it to be used with the arm blaster?

(sorry for the unproductive comment)

 

Posted

On animated and or skinned nodes. Apply transformation most likely won't work the way expected it. The tail must be the queen ants tail? Not sure but I'm guessing you will need some type of 3d tool to work on the file.

 

If I remeber correctly you can't alter a animated piece/part unless you first remove the animated stuff from it and then after altering it re add it back. I know gerra6's mesh rigger and clothing converter will not work with animated files.

Posted

Deathstalker: Yeah, I plan to add a mutated cannon arm as a separate weapon option.

 

On animated and or skinned nodes. Apply transformation most likely won't work the way expected it. The tail must be the queen ants tail? Not sure but I'm guessing you will need some type of 3d tool to work on the file.

 

If I remeber correctly you can't alter a animated piece/part unless you first remove the animated stuff from it and then after altering it re add it back. I know gerra6's mesh rigger and clothing converter will not work with animated files.

 

I'm at the precipice of deciding how much I want to learn about modding FO:NV... apparently I still want to learn more because I haven't put it down yet!

 

Posted

Not sure about animated nodes, have never worked on those before but some general observations about the nif based on my own humble experience.

 

1. You have 2 nodes named scene root, will cause issues on import into blender

 

2. Some nodes have transforms on them (example 2nd scene root, transform > edit), if the original nif had nodes with xyz transforms already and you adjust those it will not work, they will move to some unexpected coordinates or shoot off into space in game. Better to zero those out before import into blender. Can be done in nifskope at the niskindata node, let me know and I can give you the steps.

 

3. Similar to #2 the antenna node has transforms that have been applied via transform > apply in nifskope but they were not zeroed out properly, says zero on the node but you can still see the transforms on the niskindata node, they should also be zero. This is indication that transform > apply has been used when transforms already existed, hence the warning when you do transform > apply.

 

4. Nifs with transforms on then in nifskope at least from a blender perspective is caused by moving shapes in object mode, shapes shoudl be moved in edit mode, select all verts of the object and then move. This way way you will have zero transforms on the shape when you export.

 

5. When exporting from Blender do not striptify leave as shapes, most all Beth armors in FO3 and NV are shapes only.

 

Of course I this only applies to normal shapes I have no idea if its the same or relevant to morph controllers nodes, but #2 and #3 are most likely cause of your issue.

 

Hope that helps

 

 

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