Please, help me to understand a nifscope/civ4 issue

ambrox62

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Mar 24, 2005
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Hi,
I'm working on a customized horsearcher unit with nifscope.
I took a vanilla archer, a immortal horse and merge them into a horsearcher_egyptian nif in order to use horsearcher_egyptian animations.
Initially my unit was bad, with head and arms compressed into body, the same as pic 4.
Then I edited nodes (pic 3) till I obtained a good unit as showed in pic 1. I played a idle animation into nifscope (pic 2), and test all remaining animations succesfully.
But with my bad surprise, when I tested the unit ingame (pic 4), it looks like it was initially (pic 4). Civ4 engine ignores my node editing.
I wonder why nifscope works while civ4 refuse to do it!!!
Please, help me !!!
 

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nifscope doens´t use the information of the NiTransformInterpolator, only the NiTransformData, when playing animation (i fear something similar if there is an NiBSplineCompTransformInterpolator), so your changed position is reseted.

you could try to add a new node to the head in the egypt horse archer nif and change the rigging of the head before you copy him to the new node (change the name), now copy your mesh and adjust the position with the new added node (which is not directly affected by the animation (therefore no position reset) bit is animated because he is a child of the head node)
 
As usual, you have a answer for every question!!! :goodjob:

I added 5 filler nodes where fixes was required, as showed in the attachment.
Now anims work properly both ingame and nifscope.
The 5 BIP nodes refer to NiBSplineCompTransformInterpolator controls into idle kf (I didn't check other kfs to verify that all of them are NiBSplineCompTransformInterpolator as well), and I did translation changes only (no rotations).
This way is a powerful mode to fix animations directly into nif instead of to modify ALL kf files.

As side note, I didn't make a second mesh copy/paste. I simply edited the wrong nif restoring original node values, then adding the 5 fix nodes through "Num Children/Children" proprieties into the Block Details window.

Thanks Coyote. :)

P.S.
I assumed that copy/paste the whole BIP node from the FX nif to the noshader one is a safe operation now, right?
 

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glad that you could fixed :),

btw i had given up proposing this method, therefore proposing the more classical method - use it also if i need to move a bone (is link node as bad name for such a princip?)

I assumed that copy/paste the whole BIP node from the FX nif to the noshader one is a safe operation now, right?

copying the entire skeleton will give you a bit trouble, you must afterwards add the bones again to the NiMultiTargetTransformController to have a working nif, and copy your model again in this nif (it´s NiSkinInstance refers to the old bone with different number, and after the deletion of the old skeleton ...) [at least this is what i expect what happens]
 
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