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DaemonGrin

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Everything posted by DaemonGrin

  1. Animating question.

    Hello! Toying around with creating swim animations for Deathclaw and have a test swimmtforward.kf made but before I continue making more I tried bringing it into the geck and even though I have everything setup properly NiControllerSequence named Forward, file path correct, and Swims is checked. The animation appears in the animation list for deathclaws but not the Forward in AnimGroup. The Animation also does not (cannot play without the animgroup showing?) play. Which raised the question can I not add custom anims for creatures that by default do not have such animations? Do I have to make a script attached to the deathclaw for a new animgroup for swimming? If so does this require NVSE I prefer not to use it I hate making mods with requirements beyond DLC.   Thanks, Geoff
  2. Animating question.

      Sad ; ; oh well I'll keep messing with things until I blow something up XD. I never really liked animating in school but fortunately swimming doesn't have to be amazingly fluid since there is no combat and likely wont be swimming with a deathclaw like dolphins lol. Playing around with an idea for a mod large but simplistic so not worried about going at it solo and had an idea involving what I'm trying to do (this isn't for all deathclaws unless someone wants that later on).    I saw the right turn you were talking about I didn't notice it because I toggle ground off right off when I enter full preview and didn't notice the change. So not only does it turn to the right it also angle upward rather than being parallel to water surface. All because of the non accum >< tempted to take mirelurk anim and tweak it XD   Thanks, Geoff
  3. Animating question.

      I mean the bones are on a chainlink system and the non accum armature and another bone in the pelvis are the parent to all so rotating either rotates everything. If I break the parent I could rotate the non accum and reparent once in position. But not sure if that would break the skeleton.
  4. Animating question.

    Awesome thanks! I think I see what you mean about the orientation it looks like I need to adjust that so that the swim is actually parallel and not diagonal XD. Hmm maybe I should ask you opinion while I'm here about the other motion anims. I am trying to keep it rather reptilian should I make a backward anim? I have my ideas for idle, right and left. But think crocodile I've never seen one swim backwards.   Geoff   EDIT: So not quite sure what I should mess with in the kf to alter the non accum orientation (was looking at the quaternion rotation) but thought I would jump in blender instead and if I adjust the non accum bone it rotates all. If I break the parent and reparent after changing will that break anything?
  5. Animating question.

      Most likely there is something wrong since the few tuts I used didn't finish where I needed it too. Like setting the actual locomotion I used Blender and locrot the first frame and the last frame I moved some distance and locrot that spot and it works in blender and nifskope but I know there has to be something I did wrong.   EDIT: It's a very rough anim at the moment wanted to get it workin' before adding more fluidity to it. swimmtforward_first.kf was the original kf before tweaking a few things. SwimmingDeathclaw.zip
  6. Animating question.

    I see that Forward_Swim I have been referencing Lakelurk's anims which is just Forward. My swim anim shows up in the animation tab but doesn't show the animgroup. Thanks for pointing that out about the dog Forward_Swim the tuts I have read are useful to an extent to much vague info a lot of the times however never mentioning variations in headers other then Forward, Backward, TurnRight, TurnLeft, idle, and Fast variants..   Geoff
  7. Animating question.

      Sadly that wouldn't work the header = the recognized animgroup and Forward_Swim is not one ; ; thanks though.   Geoff