Editing Arcane University:Exporting animated statics using ck-cmd
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==Setup and export== | ==Setup and export== | ||
[[File:anim_tut_export_settings_1.png|thumb|upright=.6|right|Recommended export settings in Blender]] | [[File:anim_tut_export_settings_1.png|thumb|upright=.6|right|Recommended export settings in Blender]] | ||
− | One of the most common uses for animated static is a door that opens and closes. This is fairly simple. For this section we will use Skywind's puzzle canal door as an example. Each object that you want to move is animated with keyframes. If there are multiple objects that move together, they can be parented to an | + | One of the most common uses for animated static is a door that opens and closes. This is fairly simple. For this section we will use Skywind's puzzle canal door as an example. Each object that you want to move is animated with keyframes. If there are multiple objects that move together, they can be parented to an empty node which contains the animation. |
In Blender, there are a few export settings to note, in addition to the usual scale application: Under "Bake Animation," be sure to uncheck both "NLA Strips" and "All Actions." This will ensure that all objects are part of the same animation, rather than split into several. You may also need to set the axes to "Y Forward" if the animations turn on the wrong axis after export. | In Blender, there are a few export settings to note, in addition to the usual scale application: Under "Bake Animation," be sure to uncheck both "NLA Strips" and "All Actions." This will ensure that all objects are part of the same animation, rather than split into several. You may also need to set the axes to "Y Forward" if the animations turn on the wrong axis after export. | ||
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At this point you can add [[AU:Mesh Collisions|collision]] to any nodes within the nif. It can have any combination of moving and static collision, and can be any type of shape. For moving collisions, make sure the correct flags are set: SET_LOCAL, in addition to the typical ACTIVE and SYNC_ON_UPDATE. In the bhkrigidBody of animated collision, the Layer should be SKYL_ANIMSTATIC, motion system should be BOX_INERTIA, deactivation should be OFF, and quality type should be FIXED. Also be sure the appropriate [[AU:NIF Data Format#BSXFlags|BSXFlags]] are enabled. | At this point you can add [[AU:Mesh Collisions|collision]] to any nodes within the nif. It can have any combination of moving and static collision, and can be any type of shape. For moving collisions, make sure the correct flags are set: SET_LOCAL, in addition to the typical ACTIVE and SYNC_ON_UPDATE. In the bhkrigidBody of animated collision, the Layer should be SKYL_ANIMSTATIC, motion system should be BOX_INERTIA, deactivation should be OFF, and quality type should be FIXED. Also be sure the appropriate [[AU:NIF Data Format#BSXFlags|BSXFlags]] are enabled. | ||
− | {{note|If you want a static with a SpecialIdle animation to have moving collision, be sure to make it an | + | {{note|If you want a static with a SpecialIdle animation to have moving collision, be sure to make it an activator in CK. Otherwise the collision will not move, although the visible mesh will.}} |
===Sound=== | ===Sound=== | ||
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In the NiMultiTargetTransformController, remove all extra targets except those that you want to be animated. In the NiControllerSequence, remove all controlled blocks except those you want to be animated. In the NiDefaultAVObjectPalette, remove all Objs except those you want to be animated '''and the root node'''. | In the NiMultiTargetTransformController, remove all extra targets except those that you want to be animated. In the NiControllerSequence, remove all controlled blocks except those you want to be animated. In the NiDefaultAVObjectPalette, remove all Objs except those you want to be animated '''and the root node'''. | ||
+ | <br style="clear:both" /> | ||
[[File:anim_tut_cleanup.png|800px|center]] | [[File:anim_tut_cleanup.png|800px|center]] | ||
Then delete all remaining loose blocks from the nif and apply the reorder blocks spell. | Then delete all remaining loose blocks from the nif and apply the reorder blocks spell. | ||
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