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Irrational's Meshes with custom keyframes / floating pieces issues

Started by Revenant, June 21, 2007, 12:19:03 PM

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Revenant

I tried to use Irrational's Accessory Girl mesh with IPS' Rogue Keyframes, and it was successful but the mesh showed up in CTool with the top of the mesh / head facing the X-Axis instead of the Y-Axis.  So she was turned 90 degrees off.. all the animations worked fine but the character was slanted...

I tried transforming the mesh's scene root a few times, rotating it 90 degrees, but got frustrated since in CTool it didn't seem to change anything.


I'd like to use that mesh as a base for NifSkoping, to see if the added parts fly off or float during animations in-game.

GogglesPizanno

Ive run into weird things like this from time to time and sometimes I am able to fix it not by transforming the mesh's scene root (which seems to work only sometimes), but the actual mesh branch itself. Ive noticed that some meshes can be kinda picky about what level of a branch you actually modify, in that it will appear ok in nifskope, but still be off in Ctool.

Does that even make sense?
Im at work and typing form memory...

Revenant

Yeah.. the fact that it only appears like that in CTool leads me to think that it might be when the keyframes are applied.  NifSkope shows you the mesh as it is with no keyframe action.  So maybe I have to reverse whatever the keyframes are telling it to do.  I haven't tried all the options yet.

If it works, that means Accessory girl is compatible with female_basic keyframes, and since it is exported for FFvs3R, and has the NiSkinPartition, it won't have the 'floating piece' or shadow ghosting issues.

REDBACKDEATH

I was away for quite some time so just what is Irrational's Accessory Girl mesh?
I know of the Female Vercitile mesh but this one i've not heard of.

catwhowalksbyhimself


REDBACKDEATH

Quote from: catwhowalksbyhimself on June 25, 2007, 07:30:13 AM
It comes with FFvTTR.

thanks i dont use that FF much at all(actually i'm not sure where it is now after the move)anyway just curious does it work on the old FF or just FFvTTR?

yell0w_lantern

I posted a similar observation a couple of months back - the 3R Capeman mesh can take FF1 male_cape compatible keys but is rotated 90 degrees forward into the terrain. I'm guessing that we could use other FF1 keys too but I don't have the NIFskope know-how to fix the rotation. Oh, and it did happen in-game too.