BadDogSkyrim / PyNifly

Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
GNU General Public License v3.0
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[Animation] Some issues #239

Open TokyoSU opened 2 months ago

TokyoSU commented 2 months ago

Information

Version: v17.0 Blender: 4.2.1 Skyrim: LE (Steam)

Problems

After some test loading animations, i did get 3 issues:

There is probably some animation controller missing ? the importer don't say anything through so that's probably something else.

BadDogSkyrim commented 2 months ago

I'll have a look. Marking this as a bug for now so I don't lose it but I don't actually know if/what the problem is.

BadDogSkyrim commented 2 months ago

One of two possible things here. One, animations expect the base actor to be moving through space in some way. So a walking animation happens in place--it only looks natural because the actor is moving forward at the same time. Same with dodge left/right--the actor has to move. That could be what's up with the mudcrab, but check them in game--if I recall, that attack is in fact a jump forward and then a retreat.

The other thing is you have to get the skeleton right for the animations to work, and meshes don't always have full skeletons so it's safest to import the skeleton first. Here are the steps for the mudcrab. Notice the settings I'm using to keep things simple:

  1. Import mudcrab skeleton image

  2. With skeleton selected, import mudcrab body: image

  3. With skeleton selected, import animation: image

TokyoSU commented 2 months ago

Oh that make sense, so they move through code not by root motion :'( Will try importing it with these settings later. Thank :)