View Full Version : Converting animations. bip, BIP, and bip01


WarKirby
Jun 13, 2009, 02:03 PM
I'm looking to use an animation from a bip01 skeleton unit, with one that has a BIP skeleton.

I was trying to use this tutorial: http://forums.civfanatics.com/showthread.php?p=7833240#post7833240

It explains that I'll need to rename all the bones in the kf., and says Sometimes, you’ll encounter that animation files using Bip01 skeletons, which means, if your .nif file has a BIP skeleton, you’ll need to rename every Bip01 in the .kf to BIP. More on how to rename them later.

Emphasis mine. It seems the author forgot that part. he doesn't seem to explain anywhere how to rename the bones in the kf. I've tried opening it in nifscope, but I can't seem to find where the bones are defined, to change them.

Does anyone know how to do this?


Edit: Ok, nevermind, I've just figured it out.

Alternate question. Is there some conversion tool to do this quickly? renaming every bone in every animation I want to use is going to take forever :(

ambrox62
Jun 14, 2009, 01:52 AM
Instead of renaming dozen of kfs, why not rename bones into the nif? You can do it editing the NiSkinInstance of the mesh, easyly and quickly.

WarKirby
Jun 14, 2009, 09:03 AM
Well, for a start, using bip01 is pretty stupid. It's much better to convert bip01 animations to BIP, than converting BIP skeletons to bip01

Aside from that, for my current use, I'm only converting 2-4 animations from a set. And since I'm combining animations from multiple different sets, I'm going to have to convert animations somewhere.