>>New Animation Possibilities (Combinations Post)

Don't know why you saying they're freaks, 's far as I can tell they just doin' their exercises, strechin' some muscles. :lol:
 
Yeah I suppose your right, I always do my excecises and stretches by putting my arm on my neck! Its really painful!
 
Ok let's see, no screenshots here (though there will be when I release the next units :)), but scout and settler male can both use the other's animations, they look fine doing that. Also scout model works with mali skirmisher fine except that the spear sometimes changes orientation, i.e. sometimes it would face with the tip forward, other times with the tip back. This is easily fixable with a "two headed" spear, but it's also not very noticeable because as far as I know it only occurs in idle/walking animation. If they fortify or fight the spear points the correct way.
 
Killamike718 said:
Can you create your own custom animation and then import it?

No not with the nifviewer this thread is about. We just use the existing animations of the game with different models which need to have a similar bonestructure yet.
It's all in the first post and the nifviewer tutorials. In the third post you can see the confirmed working and notworking combinations.
 
Female Settler model-Grenadier animation (works, looks good, rename Bones)
Aztec Jaguar model-Grenadier animation (works, looks good, rename Bones)

EDIT:Added Screenshot
 

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  • jaguarsettler.jpg
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Chalid said:
Female Settler model-Grenadier animation (works, looks good, rename Bones)
Aztec Jaguar model-Grenadier animation (works, looks good, rename Bones)

EDIT:Added Screenshot
Haha, I love that skull throwing Jaguar. :goodjob:
 
Has anyone tried any model + spy animation?

Kung-fu monks, man! (If it works :D)
 
Well I did some further experimentation with the spy unit. I actually fixed her asymmetry and renamed her bones so they fit with the naming convention of ancient units' bones (Haven't Firaxis ever heard of consistency throughout design?! sheesh :)). Now, technically she works with several ancient units (swordsman, maceman, scout, skirmisher, warrior, longbowman are just the ones I tested her with), but she doesn't look good.

It comes down to basic biology - she's a female, they're all males. Try to slap her body on their bones (now that's a sentence I never thought I'd write :D) and you get distortions - dislocated hips and shoulders, plus her feet don't touch the ground, and for some reason she' tilted forward in some cases. It's not something I'd want to work with but in some cases it's fairly close to managable. For example for maceman, when she fights she doesn't appear to be tilting and the hovering above ground isn't very noticable, on the other hand her feet kinda slide on the ground as she goes through the fighting animation.

Anyway, as I said I decided not to pursue this further but I figured no reason for my work to go to waste so I attached here the modified spy NIFs here, for those wishing to experiment with this further. (For the hovering at least I think just a pair of bigger boots would be probably enough to cover it up).

Cheers :)
 

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I managed to adapt the Navy Seal model to use animations of ancient units, but it's not perfect. Here's a shot


It's hard to see here but the right hand is closer to the body than it should be and is bent (at the shoulder) slightly more back. However, it is possible to adjust it further to be almost perfect I just couldn't go through another round of adjusting the orientation matrix and testing the model in-game. In any case, I attached the modified navyseal nif in case anyone's interested (bones renamed, right clavical added and orientation adjusted, I haven't removed the weapon nor the radio).
 

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Hey, that's a very cool-looking unit, Rabbit... planning to release 'im soon?
 
Rabbit said:
I managed to adapt the Navy Seal model to use animations of ancient units, but it's not perfect. Here's a shot


It's hard to see here but the right hand is closer to the body than it should be and is bent (at the shoulder) slightly more back. However, it is possible to adjust it further to be almost perfect I just couldn't go through another round of adjusting the orientation matrix and testing the model in-game. In any case, I attached the modified navyseal nif in case anyone's interested (bones renamed, right clavical added and orientation adjusted, I haven't removed the weapon nor the radio).

Good I will put a link to this too:)
 
Hypaspist doesn't work with Phalanx animations. In fact, it doesn't have a neck bone so I'm guessing it's not going to work with many other units' animations as well. Although you might be able to use for some zombie type units :D
 
Forgot to update the combinations for my own creations. As you can see with the Highelves Knights Templar works with Phalanx and Pikeman, only the hand is twisted 90 degress but that's barely noticeable though unfixable cause of the animation if nobody proves me wrong at that.
 
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