Combining unit animations

embryodead

Caliph
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Jan 1, 2003
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Hello,
Suppose I combined 2 units w/ seperate skeletons into one nif. Now, anyone know is there an easy way to combine their respective KFMs as well? (I'm limited to nifskope and Blender which scares me).
 
Thanks! I don't quite understand how to make use of it yet, but it looks promising. It's for an elephant w/ cannon on top, so there should be no problems with too many limbs. I just want to make the cannon shoot.
 
But will be nice to see the result :cool:.

The result is here. It took a while but worked just as I hoped in the end (I added cannon's ranged attack KF to elephant's KFM, then renamed the cannoneer's body parts references in it). Once again, thanks for the help :)
 
I have another, related question - KonverterFM does an excellent job in combining different KFs into a working KFM; is it possible to somehow combine two KFs into one KF, or have two KFs for one action? (the goal would be to transplant horse rider's animations to a camel rider).
 
The .kfs are not really combined in one .kfm, the .kfm is just the linker for the .nif for where to look for the right .kfs for the available actions.

To combine .kfs together, you need to merge these animations in blender together and export them again.
Not sure, how/if this works.
 
theoretical it´s possible - but i will be a not a quick job. You can´t have more than one kf for one animation (you only can have different version (therefor the 10xx, 20xx and 30xx numbers in the kfm), but only one will be played).

You can manual add new controlled nodes to a kf in nifskope and copy the one you like, but you have to match the time (there are certain sequences with fixed times, so there will be no real problem, but as example run and idle can have different length) and check the name (the affected bones in the nif is controlled by the name - case sensitive)

to your actual problem - the horse animations are not really suitable for the camel, the rigging between both units differs greatly and you will have without alot nifwork alot deformation. But what you could try is to exchange the upper body parts of the rides with an animation of the unit you want to create (eg you want a camel musketeer, you could try to use the camel arches as base and add for the upper body the animation information of the cuirassier).

[not that i expect there will be no problems doing this, different time of kfs , eg]
 
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