Removing animation from a nif file

Post » Sat Nov 17, 2012 4:13 pm

Hi

Problem sounds simple but I've yet to find the solution, can someone tell me how to remove animation from a vanilla nif file using nifskope?

Or this isn't possible?

Many thanks.
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Nana Samboy
 
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Post » Sat Nov 17, 2012 6:01 pm

Simple answer would be to remove every node that's not an actual part of the object you want to preserve (and any collision). You might also have to change the consistency flag in the NiTriShapeData to CT_Static.
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CHANONE
 
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Post » Sat Nov 17, 2012 12:58 pm

Thanks, gonna try that, but for some reason CK keeps crashing with my nif attempts.
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Darrell Fawcett
 
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Post » Sat Nov 17, 2012 4:48 pm

Didn't work, the leaves continue to flicker :(

Any more hints? Thanks.
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Lizzie
 
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Post » Sat Nov 17, 2012 12:25 pm

Perhaps you should explain in more detail what you're trying to accomplish? Flickering leaves and animation aren't the same thing ....
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Jordan Fletcher
 
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Post » Sat Nov 17, 2012 7:25 am

It's quite "simple" I just want a nif model of the trees that doesn't have animations (leaves and branches moving).

Thanks for your time.
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Inol Wakhid
 
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Post » Sat Nov 17, 2012 2:41 pm

Alright, one simple static object tree. I'm using treepineforest02.nif as a walkthru example, your tree may be different but same principles apply.

1. Insert a BSFadeNode.
2. In block details of the BSTreeNode, change Num Children to 0 (zero) and update the array. The BSMultiBoundNode should now be free.
3. Expand the BSMultiBoundNode until you find the lines of NiTriShapes (buried under NiNodes).
4. In block details of BSFadeNode, enter the number of NiTriShapes in Num Children and update the array. Expand the Children array and enter the line number of each NiTriShape you found above.
5. Expand the BSMultiBoundNode until you find the line of bhkCollisionObject. Enter that line number in block details of BSFadeNode Collision Object.
6. Still in block details of BSFadeNode, find Num Extra Data List and change the number to 1. Update the Extra Data List array.
7. Expand Extra Data List array and enter the line number of the BSXFlags.
8. You now have everything you need. Right click on BSTreeNode and Remove Branch. Right Click on BSMultiBoundNode and Remove Branch. You should now have a BSFadeNode with all your NiTriShapes, a BSXFlags node and a bhkCollisionObject node.
9. Go through each NiTriShape, make sure the Consistency flag is CT_Static in NiTriShapeData.
10. In the example I went through a couple of the Tri's have NiSkinInstance branches. Remove any of those. If you find these also remove SLSF1_Skinned from the BSLightingShaderProperty Shader Flags 1 properties.
11. Look at each TriShape BSLightingShaderProperty branch and remove Shader Flags 2 - SLSF2_Tree_Anim property. Make sure all Texture Clamp Mode is set to Wrap_S_Wrap_T.

You should now have a static tree model. Create it as a static object in the CK. Barring any other properties I missed (other trees might be different) it should work just fine.
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Rhi Edwards
 
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Post » Sat Nov 17, 2012 2:54 pm

Many thanks for this tutorial, gonna test asap.
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Joie Perez
 
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Post » Sat Nov 17, 2012 9:54 pm

afaik, branch/leaf movement is determined by the speedtree settings in the TREE object itself, not the nif. have you tried duplicating the tree object and set all its values to 0


edit: i just tested this out, i duplicated one of the trees, and set all the branch/leaf values to 0 and it stopped moving about
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Sun of Sammy
 
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Post » Sat Nov 17, 2012 5:42 pm

It stops moving but you don't get the nif to use in other objects, thanks for the input anyway :)
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Makenna Nomad
 
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Post » Sat Nov 17, 2012 8:11 am

i'm pretty sure the nif itself doesnt actually move. the swaying is not an animation. it is a procedural variable-driven property that is native to speedtree objects (if i remember correctly). so the only way to get it to sway and move is if the object in the CK supports these speedtree variables (aka TREE object)

you can use the nif by itself as a STAT and i am pretty sure it will remain static since none of the speedtree variables can be defined by a STAT
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Nikki Morse
 
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Post » Sat Nov 17, 2012 5:36 pm

1. Insert a BSFadeNode.
2. In block details of the BSTreeNode, change Num Children to 0 (zero) and update the array. The BSMultiBoundNode should now be free.

I'm stuck at point 2! Where do I update arrays? In Sanitize->Reorder link arrays or Sanitize->Collapse link arrays? Because I can't get rid of the 0!!!!!! Grrrrr!!!!

i'm pretty sure the nif itself doesnt actually move. the swaying is not an animation. it is a procedural variable-driven property that is native to speedtree objects (if i remember correctly). so the only way to get it to sway and move is if the object in the CK supports these speedtree variables (aka TREE object)

you can use the nif by itself as a STAT and i am pretty sure it will remain static since none of the speedtree variables can be defined by a STAT

Problem is that when I use the vanilla nif the CK instantly crashes.
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FirDaus LOVe farhana
 
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Post » Sat Nov 17, 2012 11:41 am

I had to deactivate autosanitize so I moved to step 3.
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Sarah Kim
 
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Post » Sat Nov 17, 2012 5:35 pm

Tutorial is complete, gonna test now, wish me luck! ^^
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Campbell
 
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Post » Sat Nov 17, 2012 4:40 pm

And it works! Many thanks!

List of strange things:

-When inserting the nif CK showed some errors
-Most of the leaves are gone (this one must be normal)
-Collision isn't quit right, collision seems to be horizontal instead of vertical
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Emzy Baby!
 
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