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The problem animations in question are:
handtohandattackleftpower
handtohandattackrightpower
handtohandequip
handtohandblockhit
The morph-animated head in the animations above, would disappear at the very end of the animations, and it's very noticeable in the game. Yet, the start and end time is the exact same for the NiControllerSequence, NiTextKeyExtraData, and the NiFloatData's (used for the morphs).
There are no texture problems (like alpha textures), and no Alpha animations of any sort. There are no bones in the head that scale to zero at any timeframe.
I went into the problem animations and increased the last timeframe value of the NiFloatData's for the morph animations a little beyond the ending timeframe stated in the NiTextKeyExtraData and NiControllerSequence. This way the head is tricked into thinking it's still playing a morph animation even though the animation in question as a whole, has stopped.
But I told SaidenStorm the trick I had used:
SaidenStorm PM'ed me back, and said that it sounded like a morph issue and that I should have it looked in to, lest it evolves into some other issue in the future. He said he's never had to extend the ending timeframe for any of his morphs' NiFloatData. So I am sending this as a bug report to Niftools. I'm thinking it's a Max Niftools exporter issue this time...
I'll send the files via PM. @Koniption
The text was updated successfully, but these errors were encountered:
The problem animations in question are:
handtohandattackleftpower
handtohandattackrightpower
handtohandequip
handtohandblockhit
The morph-animated head in the animations above, would disappear at the very end of the animations, and it's very noticeable in the game. Yet, the start and end time is the exact same for the NiControllerSequence, NiTextKeyExtraData, and the NiFloatData's (used for the morphs).
There are no texture problems (like alpha textures), and no Alpha animations of any sort. There are no bones in the head that scale to zero at any timeframe.
I went into the problem animations and increased the last timeframe value of the NiFloatData's for the morph animations a little beyond the ending timeframe stated in the NiTextKeyExtraData and NiControllerSequence. This way the head is tricked into thinking it's still playing a morph animation even though the animation in question as a whole, has stopped.
But I told SaidenStorm the trick I had used:
SaidenStorm PM'ed me back, and said that it sounded like a morph issue and that I should have it looked in to, lest it evolves into some other issue in the future. He said he's never had to extend the ending timeframe for any of his morphs' NiFloatData. So I am sending this as a bug report to Niftools. I'm thinking it's a Max Niftools exporter issue this time...
I'll send the files via PM.
@Koniption
The text was updated successfully, but these errors were encountered: