Animation mess up

clanky4

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I'm trying to get the Calvary unit to look like its shooting a pistol. Mainly by just keeping the general movement but lowering the left hand.

I managed to get the rangedstrike animation to work. But every other animation I edited: strikea, fortifya, and rangedfortify: made the unit lose its left arm after doing the animation in game.

screenshootciv4_zpsce5e839f.png


It worked perfectly fine in nifskope though. I think it might be having an issue with transitioning to the next animation but rangedstrike isn't having any real issues so I'm not sure.
 
Did you test your new kfs with the original model - to be sure that your error is caused by the new animations? How did you edited the kfs (which tool, ...)?

Honestly, i think without the files or at least lots of additional information it will be quite hard to really help you.

I'm trying to get the Calvary unit to look like its shooting a pistol. Mainly by just keeping the general movement but lowering the left hand.

I managed to get the rangedstrike animation to work. But every other animation I edited: strikea, fortifya, and rangedfortify: made the unit lose its left arm after doing the animation in game.

screenshootciv4_zpsce5e839f.png


It worked perfectly fine in nifskope though. I think it might be having an issue with transitioning to the next animation but rangedstrike isn't having any real issues so I'm not sure.
 
The new animations were tested with the original unit.

I used Blender to edit the existing animations of the Calvary unit.
I imported the unit's model with the keyframe kf I wanted to edit:

Spoiler :
animationissue1_zpsfcdcc43f.png


Then I used the pose mode to manually rotated the positions of the skeleton, in every frame of the animation, to make it look more like the guy was firing a pistol.

Spoiler :
animationissue2_zpsa429caec.png


And finally exported the animation as a KF file.

Spoiler :
animationissue3_zpsd8aa24e6.png


After I exported the animation I checked to see if it worked in nifskope and it did.
But it did that weird thing it did in the above picture when I tried to fortify the unit.

Again I only edited these animation kfs: strikea, fortifya, and rangedfortify

Also I attached the file in case that helps.
 
Thanks, unfortunally so far i didn´t found an error in files, but can confirm your problem.

Could you please also create the two idle animation? After fortify the units goes into the idle animation and my feeling is that the problem occurs between/on the change of the two animation.
 
I edited the cavalry_md_fortifya_idle and the cavalry_md_ranged_idle files in blender to keep the pistol up and left arm about where it was in the coresponding fortify animation.

Unfortunately the unit is still having the same issue. :(

I have attached the unit with the edited idle animations in case that can be of any help.
 
It seems that while importing the animation there are still some fragments of the old animation left - which causes trouble with the end pose in the animation. If you check eg your ranged fortify animation in nifskope, you will see that the unit will go back to the starting position in the last frame of the animation.

Even setting this last frame to the wanted end position in Blender didn´t solve the problem, the pose in the last frame was still not the wanted one. Adding a additional new last frame (end frame + 1, will not be exported) did the trick. I guess it has something to do with the ipo curves and their cyclic (and not constant) extension, but i´m not sure.

I also created two really quick idle animation (btw, you should set the cycle type to loop with nifskope for idle and run animations after you exported the kfs) which start with the identic pose of the last frame of the corresponding fortify animation. Also strange was the length of the fortify animations, the animation flowchart shows a fixed number of 15 frames (resulting in 0.5 sec), your and the original animation had a length of 0.6 sec. I shorten your animation to 15 frames.

I´m not sure what really causes your problem (i didn´t tested the steps above one by one). I would guess it was mainly the "wrong end frame pose" problem, but perhaps also the different poses between linked animations caused trouble.

Attached are the changed/created animations which worked for me.

I edited the cavalry_md_fortifya_idle and the cavalry_md_ranged_idle files in blender to keep the pistol up and left arm about where it was in the coresponding fortify animation.

Unfortunately the unit is still having the same issue. :(

I have attached the unit with the edited idle animations in case that can be of any help.
 

Attachments

Thank you very much. I would have never figured that out.

You are truly a master of animation :bowdown:
 
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