Author Topic: Bridge Extra Positioning  (Read 3483 times)

Offline CaptainGMAN

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Bridge Extra Positioning
« on: July 16, 2007, 02:05:59 PM »
How do you tell a extra were to stand or sit?

like on the Constitution bridge.

PLEASE HELP.

Offline Legacy

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Re: Bridge Extra Poisoning.
« Reply #1 on: July 16, 2007, 03:32:54 PM »
You want to poison them? Well, you can make Saffi burst into flames, but I don't know about poisoning your crewmembers. *wink*

I understand your comment, but please, let's try to be constructive.
Assuming you want to change the position for the extra, well, it's setup on the bridge animation nifs.
you would need to make new anims for that.

Offline Mustang

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Re: Bridge Extra Positioning.
« Reply #2 on: July 16, 2007, 03:35:32 PM »
Whew! I didn't even know it was that complicated. I thought it was a matter of XYZ positioning in scripts...

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #3 on: July 16, 2007, 03:40:43 PM »
This what I want to do.
I want to put an Female Extra in the extra seat on the Galaxy Bridge.

Offline Nighthawk

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Re: Bridge Extra Positioning.
« Reply #4 on: July 16, 2007, 05:24:37 PM »
AFAIK, he can put a character wherever he wants, then call any animations already done for it.
in this case, he should call Picard's animations.

trekker670

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Re: Bridge Extra Positioning.
« Reply #5 on: July 16, 2007, 07:09:14 PM »
Quote
I want to put an Female Extra in the extra seat on the Galaxy Bridge.

Sounds interesting. Will you be releasing this when it's completed, or is it just for personal use?

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #6 on: July 16, 2007, 07:58:36 PM »
If I can do it.
There is a plan.

*update*

I got her on the bridge but not in the seat.

Offline Jb06

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Re: Bridge Extra Positioning.
« Reply #7 on: July 17, 2007, 03:29:59 AM »
Sounds interesting. Will you be releasing this when it's completed, or is it just for personal use?

Well i think unless Gman has changed his mind this mod is for the TNG Crew n Uniform mod so then the famous Deana Troi can go in her rightful place next to the captain

thanks
~Jb06

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #8 on: July 17, 2007, 09:04:08 AM »
no I have not i just was not going to tell yet. :D

*update*

With the Help of Rob Archer Last Nite I got this.
and she did not show up on the Galaxy at all.
But he has no idea what to do now so I need someone who knows Bridges.

Offline Legacy

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Re: Bridge Extra Positioning.
« Reply #9 on: July 17, 2007, 09:51:47 AM »
Add me to msn, i'll try to help at the few time i have online.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #10 on: July 30, 2007, 12:54:52 PM »
Im looking for the xyz Positions what py are they in?

Offline MLeo

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Re: Bridge Extra Positioning.
« Reply #11 on: July 30, 2007, 01:05:40 PM »
Im looking for the xyz Positions what py are they in?
If you mean things like DBEngineering, in the nif.
Otherwise, in the character files (scripts/Bridges/Characters)
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #12 on: July 30, 2007, 01:40:58 PM »
Code: [Select]
pMaleExtra1.SetLocation("EBL2M")
I mean the one that makes EBL2M and the others.

Offline MLeo

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Re: Bridge Extra Positioning.
« Reply #13 on: July 30, 2007, 01:42:56 PM »
Those are done from inside the nif.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #14 on: July 30, 2007, 01:44:02 PM »
I did not know that.
Back to were I was before.

Offline Nighthawk

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Re: Bridge Extra Positioning.
« Reply #15 on: July 30, 2007, 02:30:18 PM »
get NifSkope and open the bridge. you'll notice some nodes attached to several parts of the bridge.
IIRC, those nodes are named. what you call on the script is the name of the node. if you want to change the position of a character, set it in a node, then offset it manually.
the animations are also relative to those nodes. if you open an animation (say, Picard's entry animation), you won't see it right in front of your eyes, but to the right part of the bridge, then it will walk down to the captain's chair and then sit down.
what I mean, is that if you rotate your view, you won't rotate around the animated character, but around a 0,0,0 of coordinates that is equal to the 0,0,0 of the bridge model.
if you want to add yet another character beside those already added in the stock bridge, you'll probably have to edit the bridge itself to add a new node.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #16 on: July 30, 2007, 03:04:44 PM »
Ok I got NifSkope and still working on how to use it.
Still have not found the nodes.

Offline Legacy

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Re: Bridge Extra Positioning.
« Reply #17 on: July 31, 2007, 08:10:56 AM »
get NifSkope and open the bridge. you'll notice some nodes attached to several parts of the bridge.
IIRC, those nodes are named. what you call on the script is the name of the node. if you want to change the position of a character, set it in a node, then offset it manually.
the animations are also relative to those nodes. if you open an animation (say, Picard's entry animation), you won't see it right in front of your eyes, but to the right part of the bridge, then it will walk down to the captain's chair and then sit down.
what I mean, is that if you rotate your view, you won't rotate around the animated character, but around a 0,0,0 of coordinates that is equal to the 0,0,0 of the bridge model.
if you want to add yet another character beside those already added in the stock bridge, you'll probably have to edit the bridge itself to add a new node.

I never saw those, but I think those nodes are dummy placements as references.
The actual XYZ origin of any animation is set by the biped center of mass keyframes, which means at the nif animations.
That's how we ever done then.

Offline Mustang

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Re: Bridge Extra Positioning
« Reply #18 on: July 31, 2007, 10:40:51 AM »
Jeez! Is something that sounds so simple really this complicated? Wow... If I had absolutely any idea how to help, I would.

Offline Legacy

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Re: Bridge Extra Positioning
« Reply #19 on: July 31, 2007, 11:40:52 AM »
Jeez! Is something that sounds so simple really this complicated? Wow... If I had absolutely any idea how to help, I would.

It's not really complicated, but relies on doing a new animation file.