Search found 780 matches
- 28 Aug 2011, 00:07
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
Creature animations still look choppy (especially the AshZombie). I thought this was because we are only using the first encountered weight for each vertex, not all of them. I have been trying to incorporate all weights for each vertex but the result always is a disaster.
- 26 Aug 2011, 20:59
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
The head and jaw on the ancestor ghost were not moving before because I did not have non-skinned NiTriShapes handled. With my latest commit the head moves and the jaw opens and closes.
- 24 Aug 2011, 01:24
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
AshZombie http://www.youtube.com/watch?v=sSm8himWuNk
Once I fix a few things, the same technique should be used on NPCs to get hands to open and close. It should also be used to make tails on beasts bend, and chest pieces transform.
EDIT:
Ancestor Ghost http://www.youtube.com/watch?v=ebjM2d93L58
Once I fix a few things, the same technique should be used on NPCs to get hands to open and close. It should also be used to make tails on beasts bend, and chest pieces transform.
EDIT:
Ancestor Ghost http://www.youtube.com/watch?v=ebjM2d93L58
- 24 Aug 2011, 00:24
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
Ok, so creature animation is sort of working now. It is not entirely accurate but we are definitely going in the right direction and are very close. I am going to post a video of an AshZombie in Ainab soon. There are some vertex weight related things that once I fix I think this will look better. ED...
- 22 Aug 2011, 22:10
- Forum: General Development
- Topic: MWRender Refactoring
- Replies: 197
- Views: 69740
Re: MWRender Refactoring
in ExteriorCellRender::insertMesh I get No skeleton for :Bone01 No skeleton for :Bone01 No skeleton for :Bone03 when loading x\Ex_V_ban_telvanni_01.NIF x\Ex_V_ban_hlaalu_01.NIF x\Ex_V_ban_redoran_01.NIF x\Ex_V_ban_child_01.NIF x\Ex_V_ban_comfort_01.NIF The "Error in framelistener: unknown Ogre...
- 21 Aug 2011, 18:12
- Forum: Infrastructure
- Topic: Website design proposal(s)
- Replies: 96
- Views: 47016
Re: Website design proposal(s)
Good work raevol, the new site looks great.
- 19 Aug 2011, 01:57
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
Thanks
Just fixed another animation related crash.
Just fixed another animation related crash.
- 18 Aug 2011, 21:05
- Forum: General Development
- Topic: Records saving
- Replies: 21
- Views: 17686
Re: Records saving
Yes, check the commit "Fixed part list adding"Zini wrote:
P.P.S.: Also, I think jhooks has a fix for one animation related record in his branch. Cherry pick too?
- 18 Aug 2011, 19:06
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Re: Creature Animation
Hell Yes!!!!!! I fixed the crash, this is pretty major progress (I spent many many hours trying to figure out what was wrong). Apparently if one submesh contains vertexBoneAssignments, all must contain vertexBoneAssignments. In nifs though, every NiTriShape does not contain a skin (where vertex assi...
- 18 Aug 2011, 01:27
- Forum: General Development
- Topic: Creature Animation
- Replies: 25
- Views: 14313
Creature Animation
I have been trying to fix a crash that happens with a lot of creatures when the skeleton is linked. I have observed this happening in Kwama queen.nif and ancestorghost.nif, I am sure it also happens in many other creatures. In Kwama Queens I have determine this crash is associated with Tri_Antena_L,...