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The Nexus Forums > Specific Games > Oblivion > Oblivion Modifications > General Mod Talk
Avatier
I have a slight issue in 3DSMAX. I imported the skeleton.nif and imported an animation (I was using twohandidle.kf). I went on to delete the keyframes off the entire composition and I then placed the skeleton in the starting pose I wanted. I wanted to see if this would translate correctly in-game. So I started Oblivion, and I found that the pose suffered from bones being placed too far, and the right wrist was twisted far too much.

What I want to know is, is there a way to find these mesh issues without having to constantly load up Oblivion everytime? Nifskope only provides the Havok Collision Data and it doesn't display any strange kinks in the mesh due to rotation. I've also tried to load up the collision data into 3DSMAX itself, but that came up with the same result as Nifskope. Blender suffers another issue altogether, with the leg bones being placed far off from the starting point, resulting in a Morrowind-esque Argonian leg position.

Also, sometimes if I don't delete the original keyframes from the animation I loaded up, a leg would disappear completely in game, namely the right leg.

Any help would be appreciated.
Vagrant0
You can load them up in the CS, if you have an NPC with the preview window open, when you click an idle defined within the idles listing, the NPC in the preview window will show that idle. Additionally, you can also do this within nifscope by loading a model that has a full body model, then importing the .kf.

As to the other issues, they are probably related to your methods. I havn't done any work with animations myself, least of all pose mods, but your process just seems bad.
Avatier
I'm just working on animations, since my modelling skills suck more than a collapsing Oblivion Gate. The leg disappearing I figured out to be the default keyframes to be causing the issue. Once they're deleted it's fine. Even though I don't use Blender, it's still strange that the skeleton goes wonky with the legs everytime I load up a nif and the kf. Thanks for the help, but one more question. Is there a full model already in one of the BSAs or somewhere else I can use for Nifskope? If not, I'll try to use the CS Kit.
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