(N00B) How can I make a horse and rider have no animation for a certain horse?

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Thrannduil

Squire
I used search, but I couldn't find anything that tells me how to do this simply, AKA without making a huge complicated custom animation. I have a vehicle that I want to work, but there are horses too. I am just tweaking another mod I have with some fun stuff, but the vehicle moves like a horse and it's really annoying. I have OpenBRF, but I couldn't figure out if that could do anything about this or not. And there's only 1 vehicle, so I cannot change the animation for all horses. And if possible, could there be a way to simply remove sounds from this vehicle? I don't want it making horse noises since it is a hover-bike thing. Thanks for any help I get.
 
I'm gonna guess it isn't possible without very extensive coding.
There's only one horse animation per horse. In other words...change one change em all
 
It may sound stupid, but completely rigging every vertex to every bone effectively makes the model static.
Use a so-called weighting tool or directly replace the text values in your SMD file.

That's the solution.

About the sounds. I fear you'll have to remove the hardcoded ones and then assign them through hacky scripting in a manual way.
Nothing is impossible until you try it.  :razz:
 
I think you can remove the animation part by exporting your mesh as static mesh and then importing that back into openbrf.
 
Zerilius 说:
I think you can remove the animation part by exporting your mesh as static mesh and then importing that back into openbrf.

That's exactly the most common error.  Discarding the rigging makes your model invisible/ unexistant. Because of errors in the vertex displacement computations.


To make it rigid you have to do exactly the inverse step, rig it to every bone with "1" of weight.
Once done that, the mesh will look completely static.
 
Swyter 说:
Zerilius 说:
I think you can remove the animation part by exporting your mesh as static mesh and then importing that back into openbrf.

That's exactly the most common error.  Discarding the rigging makes your model invisible/ unexistant. Because of errors in the vertex displacement computations.


To make it rigid you have to do exactly the inverse step, rig it to every bone with "1" of weight.
Once done that, the mesh will look completely static.

Okay thanks for explaining. I don't have much experience with modelling.
But once I was trying to add a new war horse and exported the existing model as static mesh. Then I used it for new horse. But nothing like that happened that you told. The horse displayed correctly but had no animation while moving. Don't know what might have caused that.
 
Swyter 说:
It may sound stupid, but completely rigging every vertex to every bone effectively makes the model static.
Use a so-called weighting tool or directly replace the text values in your SMD file.

That's the solution.

About the sounds. I fear you'll have to remove the hardcoded ones and then assign them through hacky scripting in a manual way.
Nothing is impossible until you try it.  :razz:

So how do I do this? Do I need another tool for it? And then do I need to do something to make the rider static too?
 
Thrannduil 说:
So how do I do this? Do I need another tool for it? And then do I need to do something to make the rider static too?
Openbrf -> Mount on one bone -> select spinebone, for your vehicle mesh.
Rider is by default sitting on spine bone, so he will be mostly static
 
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