>>New Animation Possibilities (Combinations Post)

J_Period said:
or as pink horrors:

Thought about that too, giving the merchant a face on his belly :P some claws and here you have a demon!
 
Knight model, Immortal animation (Fine)

seZereth said:
Furthermore i found sme problem several times, the one with the left arm being twisted onto the back of the model. someoone should look into the nif files for this!
I could fix the left arm bug.


About the bug of "Immortal model, Knight animation",I could not fix it. But this is not so bad.
 
Conquistador has a left clavicle.
Immortal doesn't have it.
So,
Conquistador model-Immortal animation units are fixable.
Immortal model-Conquistador animation units are Not fixable.
bugs

fixed


Conquistador model-Immortal animation
Select "Bip01 L UpperArm".

To hedge an error dialogue, move "Bip01 L UpperArm" to "Bip01 L Thigh".
Then move "Bip01 L UpperArm" to "Bip01 Neck".


Immortal model-Conquistador animation
Rename "Bip01 L UpperArm" to Bip01 L Clavicle",
"Bip01 L ForeArm" to "Bip01 L UpperArm",
"Bip01 L Hand" to "Bip01 L ForeArm".

 
These sweet little gnomes you get combining the jewish missionary with an axeman, should have hands normally, just scaled them down trying to make a wraith:D :



Edit: same thing with warrior and crossbowman, does anyone know a combatanimation which has a similar sceneroot?
 
Ploeperpengel said:
Warrior-Axeman is fine, who expected?:rolleyes:
I get the feeling I'm doing tests everybody already knows the result. Come on guys please have a look at post 3 and tell me what still there belongs!


I used that (ok, swordsman instead of warrior i think) for my chaos marauders :P
what is definitely missing is a way to get modern units animated like ancient units (i want a marine or ww1 model holding a sword :) ) and some try arounds with ranged units like crossbow - archer ...
I think Longbowman does work as melee unit too! (as he has combat animation already in there! )

And try to figure out why some units let hang down their heads when put into aztec jaguar animation!

And i need to know if we can put an ancient unit into Saminfantry (not the rocket but the machinepistol) animation!!!! i would need that for a witchhunter.
 
It's possible to use grenadier's animations with christiam missionary.

firepriest4na.jpg


There are couple of small defects - there's a bump below the knee level, barely noticable, and his head is tilted a bit too much back, but again, barely noticable.

The only thing is, that you have to rename all the bones in the missionary file from something like "BIP Spine" to "Bip01 Spine", this is basically so they match the grenadier's bones. You also gotta move the weapon nodes (sword and grenade) from grendier to missionary, otherwise he throws nothing while holding on to ghost versions of his usual stuff.

This trick, of renaming bones, might work for more units. I'm thinking modern gunpowder units plus the ancient ones - so far we couldn't find a combination that worked, but maybe we just need to rename the bones.
 
Rabbit said:
It's possible to use grenadier's animations with christiam missionary.

firepriest4na.jpg


There are couple of small defects - there's a bump below the knee level, barely noticable, and his head is tilted a bit too much back, but again, barely noticable.

The only thing is, that you have to rename all the bones in the missionary file from something like "BIP Spine" to "Bip01 Spine", this is basically so they match the grenadier's bones. You also gotta move the weapon nodes (sword and grenade) from grendier to missionary, otherwise he throws nothing while holding on to ghost versions of his usual stuff.

This trick, of renaming bones, might work for more units. I'm thinking modern gunpowder units plus the ancient ones - so far we couldn't find a combination that worked, but maybe we just need to rename the bones.


Goodjob!

If that's the case, we could have have many more units!

To all you modders out there, please try this with other combinations and report your experiences here!!

Help us to get a reliable List of what's possible out of this!
 
Nice Rabbit, i made use of renaming things (before i noticed that u discovered it :P ) with the dualist! so many things are possible now! i will use redcoat for some ancient units :P and i will make use of all the settlers ;) perhaps someone could make working versions of the great people and the missionaries for ancient units and release them?!
 
Knights Templar works fine with Swordsman and Scout animations as well (I'm not gonna post screenshots, just take my word for it). The only thing is that the cape is rigid (obviously since nothing's animating it). I suspect that templars work fine with many other ancient units and vice versa.
 
The hanging neck problem with jaguaranimation seems to be related to the jaguars ponytail I guess. If anyone could edit kfm files and check if all reference to the jaguars ponytail could be removed, that would provide us with a really nice animation for lots of units. But this won't happen so soon I fear.
 
Hello,

I've just tried the machine gunner models with the infantry animations.
No luck! It doesn't work, and so you belive me heres a screen shot:

Also, don't try the Rifleman with worker animations, other wise you will create a freak! See screenshot 2!

In Screenshot three you can see a great artist model trying to be a worker, as you can see another freak has been created.

'I begun to hate my own creation! Now I know how god feels.' Homer Simpson, although I also just said this aswell!
 

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