[TUT] Using NIF Viewer to edit units (long)

  • Thread starter Thread starter Rabbit, White
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This looks awesome Sevo :goodjob: and it also gives me the idea that perhaps if I make any head gear I could make hi-rez version of it so people can add it to the leaders. :D

@Ploeperpengel: The head should have all the animations that a regular head has. They might not look as good because the head is not where it's suppose to be but they should work.
 
Rabbit said:
This looks awesome Sevo :goodjob: and it also gives me the idea that perhaps if I make any head gear I could make hi-rez version of it so people can add it to the leaders. :D

Definitely. I have not to date sucessfully transfered any objects from one leader to another; the nif viewer crashes every time at some point. Headgear like crowns, and perhaps helmets of varying types would be awesome.
 
Rabbit said:
This looks awesome Sevo :goodjob: and it also gives me the idea that perhaps if I make any head gear I could make hi-rez version of it so people can add it to the leaders. :D

@Ploeperpengel: The head should have all the animations that a regular head has. They might not look as good because the head is not where it's suppose to be but they should work.

Would it be possible to attach it anywhere even a foot i.e. and it would still posses animation? Sounds like chaos will reign soon:D

Edit::lol: :lol: that head is flying around the body like an eagle searching for prey everytime I do a little tip on the rotationmatrix. I think I'll have learnt to use blender before I get it right!
 
Anything you attach to one of the bone nodes will do the proper animation (for that bone that is).

The reason the head is doing that (and again it's kind of an educated guess) is because either it wasn't centered around its pivot point from the get go, or maybe you shifted it away from the pivot in the process of rearranging it (less likely), and because of the large scale that distance from the pivot has also increased. Essentially it's like the head is on a large stick (and taken out of context that's a very disturbing start for a sentence :D) and the pivot is on the other end of the stick. So everytime you turn it the thing ends up "flying around" in an unpredictable manner.
This is what I was referring to when couple of posts ago I said "the orientation will be hell btw". :)
 
Excellent write Rabbit. This may even get me into playing with some 3d models (outside of a hex editor).
 
Great, I never knew skinning could be so simple! :thanx:

If I come across any more problems/suggestions i'll post them. :thumbsup:
 
I'm currently working on a new unit for WH. A witchelf. I use the female settler with jaguar animation for this giving her two scimitars. However she's holding her weapons not like I want. The right is to close in front of the body and the left she even holds behind her. So what I did is rotate both of her hands close to 90 degrees so that she's pointing the weapons not straight to the front but upwards in the viewer. However that doesn't show in the game. She's holding her weapons as she did before. I did the changes for both the nif and fx. Is this because of the freeze animation again? Do you get a clue what I maybe missing here?
 
Yep that's exactly the same problem. Changing position or orientation of any animated bones (which are all of them actually) has no effect during gameplay because the animation information overrides whatever changes you made.

What you could try and do is model the forearm and the hand in 3ds max, remove the default ones by making them tiny and put the new ones instead, which will allow you to orient them any way you want, but it's a complicated procedure (I tried) and requires a lot of work trying to properly position and orient them. Another problem with doing that is that the animation may look a bit strange since it was made with arm and hand being at certain angles, if you change those angles it might look weird and unnatural.

I think making changes like that using the NIF viewer only is a bit pushing it, at this point I think it's best to basically build a unit in max and animate there, which is not easy of course. :) I'm hoping in a couple of weeks to get to that, as I'm going to model a human and try to export it using one of the sample files with animations. If that goes well then simple changes to those animations will follow to accomodate for various weapons, and then, well I don't want to get ahead of myself, but I've been scouring the net for good dragon illustrations... and btw, if anyone knows where I can get a good side/profile drawing of a dragon, with maybe a front view also, or better yet all 3 views (side, front, top) I'd be forever grateful. :)
 
Rabbit said:
Yep that's exactly the same problem. Changing position or orientation of any animated bones (which are all of them actually) has no effect during gameplay because the animation information overrides whatever changes you made.

What you could try and do is model the forearm and the hand in 3ds max, remove the default ones by making them tiny and put the new ones instead, which will allow you to orient them any way you want, but it's a complicated procedure (I tried) and requires a lot of work trying to properly position and orient them. Another problem with doing that is that the animation may look a bit strange since it was made with arm and hand being at certain angles, if you change those angles it might look weird and unnatural.

I think making changes like that using the NIF viewer only is a bit pushing it, at this point I think it's best to basically build a unit in max and animate there, which is not easy of course. :) I'm hoping in a couple of weeks to get to that, as I'm going to model a human and try to export it using one of the sample files with animations. If that goes well then simple changes to those animations will follow to accomodate for various weapons, and then, well I don't want to get ahead of myself, but I've been scouring the net for good dragon illustrations... and btw, if anyone knows where I can get a good side/profile drawing of a dragon, with maybe a front view also, or better yet all 3 views (side, front, top) I'd be forever grateful. :)

I'd love to have 3Dmax but unfortunatly I can only afford blender. Damn, sounds as if I got to learn that:sad:
Hope to see new models then, don't forget fighting females;)
And if I encounter a good dragon pic it's yours.
 
Excellent tutorial, Rabbit :thumbsup: With this, one day I'll be beter than you at unit editing mouhahahaaa (mad scientist laugh) :satan:

Rabbit said:
Also, what is your opinion on me releasing a bunch of objects (weapons, helmets, pads) as nif files so that the community can just add them to whatever they want?

Great idea, I'm really interested !


Btw don't know if the question has been raised elsewhere (if it's the case, sorry I didn't find it), but why do most units have two weapons in the NIF file (one in the hand, the other one next to the leg) ??? Has the second weapon a function in the animation or whatsoever ?
 
Azatoth said:
Btw don't know if the question has been raised elsewhere (if it's the case, sorry I didn't find it), but why do most units have two weapons in the NIF file (one in the hand, the other one next to the leg) ??? Has the second weapon a function in the animation or whatsoever ?
The second weapon is used as a "drop". When some units die they leave a weapon lying around separately from the rest of the unit, that's that second weapon in the nif viewer.

And thanks for the dragon pics Azatoth :)
 
Hello WR, I'm slowly going through the tutorials. I am having difficulties in finding "remove" from the Scene GraphTree when I highlight (then right clicked) the NiNode "Swordsman_Shield. I can hide the shield... or expand, collapse, see properties.

This is my first exploration with the Scene Viewer. Thanks for making the tutorial.
 
Umm, do you mean you can't find the "remove" command?
Like this

swordman18fl.jpg


or like this

swordman28vv.jpg


:confused:
 
This is my screen when I try the right click. Maybe my viewer is corrupt. Bleh! Any suggestions guys?

about says for use with Gamebryo Version: 2.0.1.0 (05-27-2005) I just downloaded today.
 

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You got the wrong version, it should be 2.0.1.6 (09-16-2005). Where did you get it? The version we're using is the one that comes with the 3ds max plugins.
 
Thanks WR,

My computer is getting very busy. Some files are out of date and need deleting/upgrading.

::edit:: when I download either Max version plugins, they are both dated a day before yours. Any suggestions? I'm still looking for the one with your date and version number.
Nolan
 
Damnit, struggling with the graphics doesn't stop! I bought myself a radeon 9550 and now the _fx.nif files in the viewer don't show just pink like before, now they don't show at all just attachments!!! This isn't supposed to be normal or is it?:(


The graphics in game are nice though much nicer than before I have to admit:)
But right now I have some stuff on my to do list but how can I change fx files if I can't see them:mad:
Have an idea? This is all so weird and no end to it!:wallbash:

Edit: I tried to put all directories I think containing artfiles as texture sources for the viewer but it still can't find the shaderlibrary tci4skinnig , could this be the cause? If so where to find that one?

Edit: ok forget about. works without problem if loaded within the tool, feel kind of stupid:blush:
 
I can't load any file with sceneviewer. when I try to load a nif file a window appears with this:

Error loading required file.


Sceneviewer was unable to load the bounding volume shape used to highlight selected object. Please ensure that the following file exists in the same directory as the program executable file:
boundshape.nif

I GOT that file in the same directory where sceneviewer is, so what's up? :cry:
 
Guntha Hamma said:
I can't load any file with sceneviewer. when I try to load a nif file a window appears with this:

Error loading required file.


Sceneviewer was unable to load the bounding volume shape used to highlight selected object. Please ensure that the following file exists in the same directory as the program executable file:
boundshape.nif

I GOT that file in the same directory where sceneviewer is, so what's up? :cry:

It must be in the folder of the unit you want to open;) along with boundshape.tga
 
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