Creature Orientation Fix

10 replies [Last post]
Hashmi1
Project Lead
Hashmi1's picture
Offline
Last seen: 1 hour 54 min ago
Joined: 03/10/2010
Posts: 981

@eloth:

I decided to make a new thread for this because that one was getting cluttered.

Ok so first of all lets make sure that I understand you correctly. The problem is that when the winged twilight flies (fastforward anim is played) then it slides sideways instead of moving forward or it moves both sideways and forward (I am confused about this from the corpus thread ... which one is it?)

Anyways next we need to figure out whether the skeleton or the animation is causing the problem. My guess is that the problem is with the animation so I will deal with that first.

Here I have uploaded two animations (FastForward only) in which I have applied the hack I had in mind.

First try this one and tell me what you see.

http://www.mediafire.com/download.php?khh3lked7lc56s9

If the twilight flies backwards instead of forwards then use this one:

http://www.mediafire.com/download.php?j7dbq701afyyx0v

Try them and tell me if there is any difference at all.

{note that this is only the FastForward (fly\run forward animation) }

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
the first one worked, thanks

the first one worked, thanks Smile

can you tell me what you did? or add it in the tutorial?

one more problem, the head and the tailtip isnt animated:

Hashmi1
Project Lead
Hashmi1's picture
Offline
Last seen: 1 hour 54 min ago
Joined: 03/10/2010
Posts: 981
I dont currently have any

I don't currently have any fix or ideas for the parts that do not animate. As I said in the end of my tutorial .. if they do not animate then they either use morphs or vertex translations and I don't know how to convert them.

Anyways you can apply this method to the corpus creatures. (maybe we can use the winged twilight from the Sovvm project?!)

Here is how I did it.

1) Open the culprit animation (WalkForward \ WalkFastForward) in nifscope.

2) In the block list expand the first entry named "NiTransformInterpolator"


This entry has data for the first\root bone Bip01 which is used for movement.

In it you should find an entry called "NiTransformData".

Click on it and then view the Block Details in the lower panel.

3) You should see an entry named "Translations" , expand it and you should see several "Keys".

4) Now these keys have Translation (movement data) for the three axis (X,Y and Z).

What you want to do is to

- copy the values from the Y-axis to the X-axis
- change the Y-axis values to 0
- change the values of the new X-axis values to negative (-)

Do this with all the values and then save the file.

It is important to understand what we are doing here.

The creature walked sideways (in this instance the Y-axis) instead of forward (in this instance the X-axis) so we copied all the translations from the Y-axis to X-axis.

When we do this however the creature moves backwards instead of forwards ... so we changed the sign of the X-axis translations so that it moves forward.

Just to check your animation, open skeleton.nif

Spells->Animation->attack kf

And select the modified animation file.

Click play and you should see the skeleton move forward (previously it moved sideways)

If it moves backwards instead of forwards then you want to change the sign of the X-axis translations to the opposite sign.

Hashmi1
Project Lead
Hashmi1's picture
Offline
Last seen: 1 hour 54 min ago
Joined: 03/10/2010
Posts: 981
I also noticed that your

I also noticed that your models have several visible holes, especially the ascended sleeper.

I would recommend turning off autosmooth mesh, weld vertices, and remove illegal faces when you import the model from morrowind.

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
the winged twilight is

the winged twilight is fixable i think, the animation works in nifskope, but doesnt in the cs and ingame, but
i noticed that the bones controlling the tail stinger and head, is named something else than the rest of the bones
(eg. head instead of bip01 head), i hope thats the cause.

could also be that those two bones are linked differently than the rest.

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
yay! i managed to fix the

yay! i managed to fix the winged twilight Laughing out loud the head, hair and stinger were simply missing
a skininstance Smile

I will upload it now, its awesome to fight it ingame, its fierce as hell Wink

Hashmi1
Project Lead
Hashmi1's picture
Offline
Last seen: 1 hour 54 min ago
Joined: 03/10/2010
Posts: 981
Nice How did you add the

Nice Smile

How did you add the skin instance?

I tried it once with the ogrim and it caused the head to like explode all over the screen.

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
i added it with within max 8

i added it with within max 8 Smile And selected the nearest bones in the bonegroup Smile

Hashmi1
Project Lead
Hashmi1's picture
Offline
Last seen: 1 hour 54 min ago
Joined: 03/10/2010
Posts: 981
Alright ... this is great.

Alright ... this is great. Theoretically now you can convert 100% of the morrowind creatures.

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
thats correct here is a

thats correct Smile

here is a screen:

eloth
Project Lead
eloth's picture
Offline
Last seen: 10 hours 37 min ago
Joined: 07/16/2010
Posts: 368
here is the download

here is the download link:

http://www.mediafire.com/?8auazcdvdz24ldx

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content