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How can I make animations work?

Posted: Thu May 13, 2010 7:49 pm
by wingsofphoenix
Hi there,
I did a lot of train skinning over the last 18 months, but that wasnt satisfiying anymore. So I decided to remodel some existing trains and traincars, or even create new one. I first started with the "Pacific Tendercar" and it worked pretty well with 3ds Max, but i cant get the animations work in game. They work in 3ds Max and in NifSkope. It (should) use the original .kf animation files. :roll:
SMRailroads!0034.jpg
Well, its not that bad.. just the wheels, but it bothers me, and would help for more difficult models bring to life. :lol:
So I would like, if someone can help me with this, and explain me what I am missing. :oops:
I attached all model files for it.
medium_tender.zip
(193.6 KiB) Downloaded 435 times

Re: How can I make animations work?

Posted: Thu May 13, 2010 8:41 pm
by Jancsika
I am not an expert, but this animation by Rodea might be helpful. I don’t know if he is reading the posts lately, but you might try to send him a PM. He was always very helpful in the past.
ALP46 NJT-4604
http://www.hookedgamers.com/forums/view ... =50&t=4046
Jancsika

Re: How can I make animations work?

Posted: Fri May 14, 2010 12:18 am
by Jancsika
You probably need an XML file, or an addition to an existing XML file, to make it work.
This example is from a "Decoration", a swimming whale.
<RRTDecoration>
<szName>Whale</szName>
<szModel>whale.kfm</szModel>
<fScale>2.0</fScale>
<bContourGeometry>0</bContourGeometry>
<Animations>
<State>
<ID>1</ID>
<SequenceID>1</SequenceID>
<fMinPlayTime>0.0</fMinPlayTime>
<fMaxPlayTime>1</fMaxPlayTime>
<Transitions>
<Transition>
<State>1</State>
<Chance>0</Chance>
</Transition>
</Transitions>
</State>
</Animations>
</RRTDecoration>

Re: How can I make animations work?

Posted: Fri May 14, 2010 4:58 am
by Rodea2007
wingsofphoenix wrote:Hi there,
I did a lot of train skinning over the last 18 months, but that wasnt satisfiying anymore. So I decided to remodel some existing trains and traincars, or even create new one. I first started with the "Pacific Tendercar" and it worked pretty well with 3ds Max, but i cant get the animations work in game. They work in 3ds Max and in NifSkope. It (should) use the original .kf animation files. :roll:
The attachment SMRailroads!0034.jpg is no longer available
Well, its not that bad.. just the wheels, but it bothers me, and would help for more difficult models bring to life. :lol:
So I would like, if someone can help me with this, and explain me what I am missing. :oops:
I attached all model files for it.
The attachment medium_tender.zip is no longer available
I can't explain to much....just download your model then export into 3ds Max8 end repair on skin influence section in order to this animation mod can working in the game, then i have to to make 4 new KFs and new KFM. I'm not tested yet, but I'm sure this mod can run as well.
so....download the rar file below then extract to customassets folder, then you can use this revision model,
Now you can learn how to make it work, but if you have any question, upload in here. Good luck

Re: How can I make animations work?

Posted: Fri May 14, 2010 6:18 am
by Rodea2007
all animation models wich come with this game if they opened in Nifscope, then you won't see anything animation until you attach the KF file into them, so if you want to see how they are workings, open the model in Nifscope then on the picture right click then select animation then select attach KF and on new window choose the relevant KF file with that model, for this case you can choose "medium_tender_car_wheel_layer_wheels_normal.kf", and now you will see all the wheels will spin around on the their axis respectively

Re: How can I make animations work?

Posted: Fri May 14, 2010 10:37 am
by wingsofphoenix
Ok that works great, thanks Rodea :P

..but, how did u do that? What has to be done from adding the skin instance to a working animation? :roll:

still some questions :lol:

p.s. I use 3ds Max 2009 with niftools-max-plugins-3.4.2.4632 if that matters