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problem with a keyframe

Started by heroidosilencio, October 25, 2015, 07:38:40 PM

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heroidosilencio

I am having problems to transfer a movement from a mesh.

I copied the bips from this mesh to my mesh Batman with nifskope.
Then, I used m25keyframetransfer to transfer the movements from the keyframes.

But after doing it all the movements transfered didn't appear in my mesh Batman. This problem only happend to me 3 times in all the times I did this.

Again, I opend again nifskope and this time I opend both keyframes and the movement name  I transfered is called melee_double_punch. And melee_push.
I was chocked because it is showes in both keyframes and I counted the NiKeyframeController in this "nod" melee_double_punch and I found out that all the 34 nodes are there in both meshes, the original one and the modified one (batman)... So, I can`t understant what is happening....


Long ago, HOss20 told me that it happens sometimes because the "movement" or the problem in the character.nif but in the keyframe.nif.    I didn't understood very well. He helped me solving the problem in the mesh to me, but I don' t want to disturb him anylonger, although he is so kind and gentle.

But, I would like to learn how to solve this problem. Anyone have any idea? Hoss20 told me that is a complicated way to fix this, but I am willing to learn.

Thank you

hoss20

Tell us what mesh you are using for Batman and what mesh you copied the animations from and we can start from there.  :D

Because most Batman meshes are going to contain nodes for the cape, belt, batarangs, etc.; it's highly likely that at least one of the nodes in the Batman mesh will need to be added to the keyframe animations themselves. This is in addition to what you have already done.

Cyber Burn

So it appears he's using a modified "Batman_Gren" Mesh which he already converted to FFvt3R, and he wants the "Melee_Double_Punch" from (I think) Yellow Lantern's "Knight Watchman" Mesh (Which seems to have been made for FFvt3R) added to the "Batman_Gren" Mesh. Unfortunately, I am extremely out of practice with NifSkope (Or anything FF related), so once I got the Animations in, when they're picked in CTool2, the Mesh flips 90 degrees on his back. I hate to admit it, but this may be a bit out of my range of knowledge.

hoss20

Send it my way. The fix is easy enough, but the steps can be a little detailed. It's one of those situations where if you have experience with keyframe editing in Nifskope, like Windblown or DetourneMe, it's easy enough to explain. If this is someone's first venture into doing something like this, however, it can be a little daunting. I'll try to see about creating a mini tutorial. For this issue, you should only have to mess with correcting the Bip01 node in the keyframes.

Cyber Burn

Thank you Hoss, I found a second "KnightWatchman" Mesh, but this one had a Cord on it. I re-did Changes I made to Hero's "Batman" and it looks like it works fine in CTool2, I just had to hide the Cord. I'll send it back to him and let him try it out in-game though, since I still haven't pulled my Disks back out yet.