How to broke animations???

asioasioasio

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Yeah very stupid questions but i need to know this to fix animation (or disable in case i can't fix it).

All we know that animations are in .kf and .kfm
they are also nifs wich can be easily edited
but what about animating animations in kf kfm (nif?)?

i can acchive succes in two ways (the first is preferable)

1.Is it possible to change bone animation in nifviewer or nifskope? - imagine soldier who starts move leg in other direction and can kick real high. is it possible to chang the direction of bone animation, the strenght?

2. Is it possible to disable one of the bones? Imagine soldier than cannot move leg but can do everything else
 
The .Nif file should contain only the geometry data (Including the Bones and the Vertex Weights, but without any 'dynamic data').

.KF files store KeyFrames you set for a animation sequence. Hence we got one KF file for every animation/action of a unit/model/whatever.

Not sure about the purpose of the KFM files - seem to be listings of some kind.

I am not too good with NifViewer (it crashes all the time) and NifScope does not run at all for me... But...

As you cant Load/Save separate KF files with NifViewer there is no way to edit any keyframes, so the answer to 1. is most likely: "impossible"

On 2 i am not 100% sure. Again you can not edit the Keyframes directly... But:
- If you manage to delete the time controller from a bone, it should stop moving regardless of what the KF says.
- If you manage to set the Vetives to Weight 0 with that bone, the bone will move, but not affect nothing...
- I am not sure what effect would deleting a bone have. I think nothing good can come out of it...

Not sure tho if those changes are possible in NifViewer/Scope. I think you can't with the viewer. You need to browse through the different "Properties" rollouts of the bones to see what can be done there...
 
- I am not sure what effect would deleting a bone have. I think nothing good can come out of it...

I trird this - it crashes nifviewer (done in nifskope crashes game)

For two previous things i'm to weak :( I don't know how to do this
 
deleting the bone messes up the file because the animations will still be looking for them. you can however take the verts that it controls away from them and give them to another bone.

For example, for the second one you suggested, if you are trying to make it as if the leg is gimp, and can't bend at the knee, you could take the verts that are controlled by the lower leg and foot away from those bones and give them to the hip bone instead. to make the leg not move at all, you could give all the verts on the leg to the pelvis. That would affect all animations though, not just the one you'd like the change for. If you want me to set it up, send me a copy of the files.
 
Yea i know how this is done in max... the question is if it can be done via the rather ******** NifViewet tool :D
 
OK here it is in case somoene want fight with this (tough i suggest wait a little bit - snafusmith is working on it and is near succes with making flag)

http://www.mediafire.com/?5rqucgmznh3

As i said it's flag - real modern - not banners wich was used in roman empire.

I rotated mesh also animations
but rotating them makes weird bugs marked as 1.2 on this picture

http://img175.imageshack.us/img175/336/newflags2vn3.jpg

when you have unit on the left or the right part of screen the flag on the pole rotates (normally it also rotates but in direction left-right, nor top-bottom)

The second problems are medallions they are also moves unnaturally (problem is more vidible when you have three medallions)

I couldn't make it in max -something weird with textures - the model showed up gray in game. Snafusmith is near breaking it - tough the white collor in the textue shows as pink - so flag of usa is - pink, blue red
 
Hmm, I reckon you should ask ploeperpengel, he's the animation guy. I sort of like the BTS modern flags though, maybe you could use them?

If not there may be a way to disable it... It's tricky because you've got the funny shader on the flags as well....
 
yeah it's impossible to make it in max (unless you're lucky with material setup) - snafusmith gets everything white turned into pink.
I'll return to this in some time -0 it's quite frustrating to fix it, and effect is not perfect. I didn't choosed if i would use banner or flag yet - it depends if this problems can be fixed.
 
I think i'm closer to get this working
But in max not nifviewer/nifskope.

Working on predator i discovered yesterday method of changing animations in max (.kf files, not .kfm - so i can change existing animations, sounds, effects, but it's rather impossible to add new bones or change animation sequence).

And everything possible without touching orginal model so i probably won't have problem with shader.

I'll wite tutorial wheni'll make sure it's working
 
That would be a cool tutorial :D
 
Yeah - it'll give new possibilities - easily and quickly adding new effects and sounds and adjusting animation probably could be used in:

- changing LH animations.
- adjusting units - finally i could try to work on my desired unit - military engineer with flamethrower. other examples? Grenadier throwing toxic gas bombs (using this green unhealthy effect) instead traditional.
- fix this flag ;p

It's possible another way of animating (after reboning in nifviewer and traditional exporting from max (with all the scene setup - wich takes much of time))
 
That would be cool actually, and I can help you make the flamethrower! :) If you like of course.

I also wanted to make a stormtrooper (starwars) a while ago which would involve changing the fire animation on the marine to a laser. So if you have time to write a tutorial it wouldn't be wasted. ;)
 
The effect of flamethrower?
I was started to think wich can be used but all the effects doesn't look like fire from flamethrower.
If you could create flamethrower effect it'll be cool, or give hint wich can be used.
about model - i already downloaded blueprints, photos etc., but if you want to make it, feel free. :)

And changing effects - machinegun to laser is possible :) i did similliar thing with predator yesterday - changed machinegun to missiles in fighter naimation :)
 
The effect of flamethrower?
I was started to think wich can be used but all the effects doesn't look like fire from flamethrower.
If you could create flamethrower effect it'll be cool, or give hint wich can be used.
about model - i already downloaded blueprints, photos etc., but if you want to make it, feel free. :)

And changing effects - machinegun to laser is possible :) i did similliar thing with predator yesterday - changed machinegun to missiles in fighter naimation :)

With an hexadecimal editor, I think it is already possible to modify the effect of a tank. Rabbit made a WH flamethrower thank that I used as a base of my "cyborg" tank, but I modified the effect so it shoot green gaz instead.

For the flame thrower effect, Rabbit White made one(for his WH tank), and I don't think he made it from max, in the xml of the effect define, their is an entry that modify the "longer of the effect", so if you put a flame here, the flame will be kind of repeted, and it will look like a flame throw.

The green gaz effect :
cyborgtank_c8Z.jpg


The flame throw effect of a modified version of the RW'S WH tank by me :
rabbittank_U1U.jpg
 
For the flame thrower effect, Rabbit White made one(for his WH tank), and I don't think he made it from max, in the xml of the effect define, their is an entry that modify the "longer of the effect", so if you put a flame here, the flame will be kind of repeted, and it will look like a flame throw.

Very clever with effect :)

About hexeditor - i tried it yesterday also but it broke something in unit :( - probably i broke something
 
OK animations broken :) - Weird animations disabled, no problem with weirdly rotating medallions and flag on the pole and without messing with shaders :)



If you want i can upload flag to database

I'll make short tutorial - it's quite simlple to edit animations.
 
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