achilleszero
Jun 06, 2009, 10:53 PM
I have made several units with a cape that I detached from the warlord unit. I also attached to my unit the 3 cape bones from the warlord and succesfully attatched the cape to the unit and rigged it to the bones that would effect it in the warlord unit. I then added the 3 cape bones and the cape as control nodes in all of the kf's that my unit uses. Everything animates properly in nifscope and 3ds max. However when I put it into the game the cape floats in the nuetral position like it is in the nif.
Anybody have any ideas what I am doing wrong? The only thing I havent modified is the kfm, but there have been no name changes or any added animations. Is there anything else I need to modify besides the control nodes of the 3 cape bones and cape? Also why would it animate in nifsope but not the game?
Any help would be appreciated. I have put a lot of work and detail into these units and really do not want to scrap them (they really need to have their capes)
johny smith
Jun 12, 2009, 06:25 PM
Well I am no expert let me say that first, but I know something.
The kfm file tells the unit which kf animations to use. This is an awesome little utility that might help.
http://forums.civfanatics.com/showthread.php?t=263215
For example
<KFM>
<Header>;Gamebryo KFM File Version 2.0.0.0b
</Header>
<NIF>andean_shaman.nif</NIF>
<Master>MD</Master>
<Unknown></Unknown>
<Animations>
<Animation>
<Event>XFadeIn</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_XFadeIn.kf</File>
</Animation>
<Animation>
<Event>Idle</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Idle.kf</File>
</Animation>
<Animation>
<Event>XFadeOut</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_XFadeOut.kf</File>
</Animation>
<Animation>
<Event>Fidget</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Fidget.kf</File>
</Animation>
<Animation>
<Event>Run</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Run.kf</File>
</Animation>
<Animation>
<Event>1015</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Activate.kf</File>
</Animation>
<Animation>
<Event>1020</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Fortify.kf</File>
</Animation>
<Animation>
<Event>1021</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Fortify_Idle.kf</File>
</Animation>
<Animation>
<Event>1024</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Idle_Die.kf</File>
</Animation>
<Animation>
<Event>1025</Event>
<Variation>0</Variation>
<File>andean_shaman_MD_Idle_Die_Fade.kf</File>
</Animation>
</Animations>
</KFM>
I have been using it for a while. You can make your own kfm file with it. So at least you know what is being used in the kfm. If you kfm is looking for a kf file that will make the cape float then the only way is making a kfm.
I been making custom kfm's for a while now. Really has helped me a lot, but may not be your problem. I hope I have helped if it is.
The_Coyote
Jun 12, 2009, 06:55 PM
just to have the open ends linked:
in this thread was the problem solved:
http://forums.civfanatics.com/showthread.php?p=8153533#post8153533 post 9 to 12