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Flying Run

Started by BentonGrey, June 15, 2019, 05:15:39 AM

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BentonGrey

Howdy guys, I've got a question for y'all.  If you are trying to add an animation, like a run, and it shows up above the 'ground,' is there any way to fix that?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
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Cyber Burn

I'm thinking it's incompatible Keyframes, but I still need to find my game disk so I can verify.

BentonGrey

I figure you're right, CB, but I was hoping that there might be a fix.  :wacko:  I've run into this before and was just hoping there might be some technique I could learn from it.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

spydermann93

#3
You'll have to modify the keyframe's translation values for the Bip01 component for the animation.

1) Click on the animation you want to modify.
2) Expand the tree so that you see all of the "NiKeyframeController" nodes
3) Expand the first NiKeyframeController
4) Edit the translation values (the z value) for your animation to something more suitable.
5) Save your changes and test them out.

It *should* work; it's what I had to do when combining some of Gren's and Ren's meshes.

Edit: Just to clarify, the Bip01 component is usually the parent of all of the other nodes. Modifying that will force all of the other keyframes to translate accordingly (I presume). If your mesh doesn't use Bip01 as the parent, you can look inside your character.nif file and find where all of the bones are. Look for the top most bone.

BentonGrey

Okay, this is amazing!  I didn't think there was any way to do this.

So, it looks like, by first, you mean the one at the bottom of the list, right?  I got results by going to the bottom of the NiKeyframedata (or the first one, if you only expand the first of the NiKeyframeControllers) and setting all of the Z values to the same thing, lower than the previous values.

Thanks so much, Spyder!  This is a really cool piece of information and really opens skoping up!

God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

spydermann93

It should be the lowest numbered NiKeyframeController. Typically, that one will be the Bip01 node.

If you click on the keyframe (the NiControllerSequence), at the bottom in the Block Details, you should see a "Controlled Blocks" section. Expand that and you can see which NiKeyframeController belongs to each bone. Expand each one until you find the one with the name you're looking for. That will tell you which NiKeyframeController to modify.

Then yeah, once you find the proper one, go to the NiKeyframeController's NiKeyframeData and go to Translations. For each one of those, you'll want to lower the Z value (that's up and down). You can look at another keyframe's Z value to get an idea of what the value should be.

BentonGrey

Ahh, perfect.  That is clearer.  Thanks Spyder!  I am really pleased to learn this!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/