02-23-2007, 04:40 AM
In working on the Dawnstar tileset, I've started looking at doors. I then immediately got sidetracked into interior door animation. What I am trying to do is make a model that has the following traits:
- Custom collision mesh, and
- The model origin is not along the axis of rotation of the door (for tiling purposes).
Tools are Max 8 with NifTools plugin 0.2.10 and the Civ4 animation exporter.
I've about given up on the first one 'cause exporting an Anim Static layer collision from Max crashes the CS. I worked around that by putting in a Box shape and fiddling with parameters; I don't care for that, but what can you do? The second one is frustrating because the Scene Root is always at the origin and linked to my door. Since I don't understand bones at all, I don't know how to set up the "joint" at the "shoulder" of the door to make the rotation around that point. Within Max, the animation works as expected.
I guess what I'm looking for is either of the following:
- Pointers to making custom Anim CMs (purple layer in NifSkope), preferably using a custom CM,
- Pointers to how to do NON-character-based animation in Max; those are hard to find.
BTW I did get my own auto-keyed Open and Close sequences into the model; they just work around the wrong pivot.
I've enclosed the current crude model if anyone's interested,
Steve
- Custom collision mesh, and
- The model origin is not along the axis of rotation of the door (for tiling purposes).
Tools are Max 8 with NifTools plugin 0.2.10 and the Civ4 animation exporter.
I've about given up on the first one 'cause exporting an Anim Static layer collision from Max crashes the CS. I worked around that by putting in a Box shape and fiddling with parameters; I don't care for that, but what can you do? The second one is frustrating because the Scene Root is always at the origin and linked to my door. Since I don't understand bones at all, I don't know how to set up the "joint" at the "shoulder" of the door to make the rotation around that point. Within Max, the animation works as expected.
I guess what I'm looking for is either of the following:
- Pointers to making custom Anim CMs (purple layer in NifSkope), preferably using a custom CM,
- Pointers to how to do NON-character-based animation in Max; those are hard to find.
BTW I did get my own auto-keyed Open and Close sequences into the model; they just work around the wrong pivot.
I've enclosed the current crude model if anyone's interested,
Steve