Leaderhead-Animations

Charlemagne (using my Jeff DAvis LH) works (but his eyes look kind of weird - like their looking into the sky)

Almost all BTS LH animations show wrong eyes when used with Vanilla-Warlord LHs :(
 
Could someone volunteer to create a master table or list of working animation combos, based on info here + there experience?
Hey Wyz, I'm going to be doing a lot of LH work in the next couple of weeks so I will see if I can do a master list as of the BtS expansion. I'll use what I have posted previously as a base and then I have some ideas on how to make a good list without too much effort.

[EDIT] Scratch the "not too much effort" comment. It will take a while but I will work on it.
 
Charlemagne (using my Jeff DAvis LH) works (but his eyes look kind of weird - like their looking into the sky) with these anims:

victoria
mao
washington
fredrick
abe lincoln

not sure which is best

Can you turn the eyes around horisontal axis to look down (as you move them backwards), so this glitch will be removed and he'll look normal, not in the sky? I haven't tried blender yet, I'm just starting to read the tutorials, so I don't know is it possible to accomplish or not with its tools.
 
Animation #1 and #2 need a eye fix with nifscope, expecially in the opposite case i.e. using catherine animation with izzy or elizabeth (see here ) :)
 
I usually fix in sceneviewer how do you fix it with nifskope?
I also am curious about this and for that matter, Ekmek, how do you fix it in SceneViewer?

Thanks in advance.
 
@Ekmek
Manually editing the ninode properties ([leader]_eyes or similar)

Usually LH in standby seems good (i.e when you load it with nifscope) but when it becomes animated eyes go out of place.
The nifscope render engine works quite different compared to Civ4 in-game LH graphic engine.

Although I am not able to use sceneviewer, I think it should be a better way to modify (if animation works, of course)
 
I've used both sceneviewer and nifskope, nifskope is 100% better, less buggy, and a hell of a lot easier to use. You right click on what you want to change, click transform and edit. Pretty self explanatory from there. I use nifskope for pretty much everything I do with the netimmerse gamebyro file, which at this point doesn't include LH's.
 
OK, here's the deal, you can attach animations of any leader to any leader. It works in nifskope just not in game, I need to test more, when I crack the code I'll post an entire separate tutorial. :D

Uh... Dutchking... How do you make it work in NifScope ?

My experience is quite the opposite: Everything does work in game (Some combinations look horrifying tho - Isabella on Joao's animations :scared:). But NifScope keeps complaining "Root Bone not found".

If i could just preview everything in NifScope, it would be much faster, than to try in game (Restart the game every time...)
 
If i could just preview everything in NifScope, it would be much faster, than to try in game (Restart the game every time...)

you don't need to restart each time. just start the game go the civilopedia and click on the leader. if you want to make a change pick a different leader make your changes (I even do this for blender and skin edits) like renaming the files then click bck on the leader it should work fine. if you want to test the angry etc just copy and rename them as the greeting one (but keep a back up of course)
 
Thanks. How i did not think of it my self. :blush:
That will speed up that trying around greatly...
 
yeah there is a lot stuff I didn't figure outr. Like ctrl-Z being undo in blender...do you know how many times i used t o click every single frickin' polygon only to misclick and lose it all and start over :mad:

But in the hopes of not duplicating efforts could you post your animation discoveries here. We could use a good tracking on this because I think everyone is trying it all over. Check with ambrox32 I think he did a lot of work with hatsheput (and finding that she only works with her own anim.)
 
It's not exactly on topic, neither really off... And since i know most of the leaderhead people look here from time to time...

Have you tried the Nif import Plugins to import animation in blender ? Does that work ?
If not is there any other format, from which Blender can import animations ?

I know there is no way to export anims for Civ4 from blender properly, but having them loaded when editing a LH could be of help (seeing what you are doing without having to export and look in NifScope every 5 minutes...), so it might be worth some research.

I ask because i just found out that with the last version of the NifPlugin for max, KF files can be imported. And i think Blender and Max plugin come from the same source ?
 
It's not exactly on topic, neither really off... And since i know most of the leaderhead people look here from time to time...

Have you tried the Nif import Plugins to import animation in blender ? Does that work ?
If not is there any other format, from which Blender can import animations ?

I know there is no way to export anims for Civ4 from blender properly, but having them loaded when editing a LH could be of help (seeing what you are doing without having to export and look in NifScope every 5 minutes...), so it might be worth some research.

I ask because i just found out that with the last version of the NifPlugin for max, KF files can be imported. And i think Blender and Max plugin come from the same source ?

The plugin for max have been released by Firaxis, not by Niftools. This plugin can import/export anim. The blender plugin have been made by niftools and it can import/export anim only for some games (like the Elder Scrolls series).
 
No, the Firaxis thingie only comes with a Exporter.

I use the Niftools plugin for importing - it's has a couple of issues on animations, but it does work. (I need to export the Nif first, then Export a KF. Can't import two KF's witohut restarting, or it will mess up the geometry).

So i was thinking there is hope that the Blender plugins might be able to do the same.
 
No, the Firaxis thingie only comes with a Exporter.

I use the Niftools plugin for importing - it's has a couple of issues on animations, but it does work. (I need to export the Nif first, then Export a KF. Can't import two KF's witohut restarting, or it will mess up the geometry).

So i was thinking there is hope that the Blender plugins might be able to do the same.

Ahh, you're right about max plugins. I never really used max, sorry.

I never tired to import anim into blender, maybe we should try it.
 
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