I realy hope one of you people is willing to help/guide me a little bit because i’m unable to solve it on my own.
I've been having this problem with exporting a animation with the content tool. It's been a 2 week struggle now though I learned quit a lot in this period I really want to solve it.
After exporting, some bones in the animation are wrongly placed and that is due to a faulty rig setup. Well i think that is why. I've learned from the help.chm that bones have a associated hierarchy accordingly to scene setup. And I've seen from other people's animations that there rig.txt is basically a dump-list made with hkxcmd. Although they didn't match scene setup. So that's confusion nr1.
Never the less I dump-listed the skeleton.hkx and the layout in that file does match the makeup from the other's that I've seen. So I think this must be right, but I was wrong. When i do a manual selection from scene and add bones according to the hierarchy I can't even recognise what is what after the export. So I trey to fix the Dump-list that I made and I almost get it done right, apart from one bone and that is messing everything up again once i rearrange them slightly.
When I check either the ControlledBlock ore the StringTable in the nif with NiSkope Some indexes are out of order because something is missing ore added extra. and i don't understand why.
I tried setting the rig up according to scene setup -> Faill
I tried setting the rig up according to other folk examples -> Fail
I tried setting the rig up according to NiControledBlock order in original -> Fail
I tried setting the rig up without AnimatedObjectB & Camera Controle -> Fail and both are still added to the scene
Generally how to I, export this animation without messing everything up?
Why is AnimatedobjectB allway’s added while I only need A, and why is Camera Control always added while there both not even present in the original sequence. They are added after exporting when i remove the containers from the scene.
Should I remove the static bones from the rig file because they are not animated and that’s why everything fails?
I've uploaded the rig, controle sequance and the scene order in a table.
AnimObjectB < - Not present @ all in the Ni StingTable/ControlledBlock in the original sequence/Always in mine after exporting
Camera Control <- Not present @ all in the NiStingTable/ControlledBlock in the original sequence/Always in mine after exporting
Hairtop bone 02/03 allway’s missing aftet exporting
I allway’s end up with 88 controlled blocks, as you can see in the tables it should be 90