[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 12:56 pm

You the best man or woman. :D :thumbsup:
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Jessica Colville
 
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Post » Tue May 17, 2011 2:22 am

I opened the Complete.nif file and saw the animations but I still can't tell which one is which.I deleted the ones I didn't want like all the run animations but I ended up deleting the animations I wanted. :cryvaultboy:
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Emily Martell
 
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Post » Tue May 17, 2011 2:40 pm

It treats individual animations as separate units and then applies the mod order you set in the GUI by dragging the mod up or down in the list. For example, if Axel's animation replaces the female walk forward but nothing else, then setting it so if you added it in after Oshiel's animation, that would mean that Oshiel's female walk forward animation will be replaced with Axel's, but the rest of the animations replaced by Oshiel's mod will still be the same.


Ah! Thank you for the explanation LizTail. :)
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Mr.Broom30
 
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Post » Tue May 17, 2011 7:40 am

I opened the Complete.nif file and saw the animations but I still can't tell which one is which.I deleted the ones I didn't want like all the run animations but I ended up deleting the animations I wanted. :cryvaultboy:

If you delete too many then you can restore some from the zip file I posted until you get it right. You can also try just moving them into a sub-folder rather than deleting them. That should prevent it from finding them just as well as deleting them but it's not so permanent.

Ah! Thank you for the explanation LizTail. :)

No problem =)
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Annika Marziniak
 
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Post » Tue May 17, 2011 2:10 pm

Ok.many thanks. :bowdown:
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sam westover
 
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Post » Tue May 17, 2011 8:40 am

I decided to use the tool to go back a few steps. I have been using Axels sixy walk, Oshiel for all the magic and some combat, quite interesting, but things look a bit to weird around the world. To many errors with CoM. Among other things.
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Robert Garcia
 
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Post » Tue May 17, 2011 7:18 am

Hmm. So I decided to try and to add Oshiel's animations to a companion of mine. I was thinking this program would do that, but when I downloaded it, it seems this program only overwrites animations. Feel free to correct me if I'm wrong. So can anyone point me in the direction of a guide on how to change animations for a companion?
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Sophie Payne
 
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Post » Tue May 17, 2011 1:12 am

I order to extract/combine animation sequences from kf files it is necessary to use split_kf.exe, merge_kf.exe command line exe programs included in the Kit (preview_kf.exe is also very helpful). Check readme how to use the correctly.

Note that all three animation files should have the same skeleton structure (bones numbers and names): original MW animations do not Bip01 R/L Toe bones, all custom animations do have these bones. The most important file is kf: it should contain all your sequences. Main nif can be actually any suitable (with correct skeleton, check that in NifScope) file; x.nif can be any working custom animation x.nif.

:)
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Eduardo Rosas
 
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Post » Tue May 17, 2011 6:33 am

I was able to use this program to preview Oshiel's animations. Now I know which ones I want my companion to have. Thanks Liztail for making this. You saved me a lot of hassle :)
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Wane Peters
 
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Post » Tue May 17, 2011 2:27 pm

I have a question about animation and Morrowind.

Let's say I want to create custom animations for the game, but make them modular? For example, would it be possible to install one set of animations using the AnimKit and then manually add a different set to only the player or one NPC? Would it be possible to do this and automate the process? If so, how could I help?
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biiibi
 
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Post » Tue May 17, 2011 7:45 am

I have a question about animation and Morrowind.

Let's say I want to create custom animations for the game, but make them modular? For example, would it be possible to install one set of animations using the AnimKit and then manually add a different set to only the player or one NPC? Would it be possible to do this and automate the process? If so, how could I help?

I would say all possible except automating the process, unless you narrow it down to using parameters extracted from the game... like Class/Stats/ETC/Gender from npcs and make something that applies specific animations to only them. Very tedious, especially since there aren't even close to near that many animations(replacers) to work with this... unfortunately.

How you can help is best left for someone else to answer.
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Eileen Müller
 
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Post » Tue May 17, 2011 10:54 am

I would say all possible except automating the process, unless you narrow it down to using parameters extracted from the game... like Class/Stats/ETC/Gender from npcs and make something that applies specific animations to only them.

That's exactly what I mean! You think something like that could really be done?
Very tedious, especially since there aren't even close to near that many animations(replacers) to work with this... unfortunately.

That's what I aim to change. I have a lot of experience animating in 2d and some in 3d, I just need to learn more about working with 3DS and Morrowind.

Another, more specific question: When animating a rigged skeleton, I'm used to having the advantages of FK/IK and keyframe blending. Can I use these when animating for Morrowind? If so, do I need to do anything special or take any precautions? If not, did the Bethesda animators really animate without it?
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Reanan-Marie Olsen
 
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Post » Tue May 17, 2011 6:44 am

Both Max plugin are just sampling key frames. Therefore controllers' options are irrelevant.
I assume you are animating in Max.


Check this info:

http://www.gamesas.com/bgsforums/index.php?showtopic=883042&hl=animation

I do not understand what "automate the process" means. Check (link above) how MW game engine "searches" for animation files. Yes, it is possible to have complete sets of different animations for each NPC (PC third person view is displayed via NPC with ID "Player").

:)
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Cccurly
 
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Post » Tue May 17, 2011 3:03 am

Both Max plugin are just sampling key frames. Therefore controllers' options are irrelevant.
I assume you are animating in Max.

That's a relief. I'm assuming that means I can take a NIF file produced with the AnimKit's preview feature, rig it for FK/IK, animate it, then export as a .kf? I'm trying to figure out a good workflow before I actually start anmating.

Check this info:

http://www.gamesas.com/bgsforums/index.php?showtopic=883042&hl=animation

I'm making it through that post and the numerous tutorials you gave me little by little, and I really appreciate the help. I still haven't done much with it since I only made my first NIF a little while ago, and making a collision mesh and organizing the nodes is all I know how to do so far along with basic UV manipulation. I need to learn a lot more of the basics before I get into animation, but I'd like to know at least where to begin, so I'm asking now. :)

I do not understand what "automate the process" means. Check (link above) how MW game engine "searches" for animation files. Yes, it is possible to have complete sets of different animations for each NPC (PC third person view is displayed via NPC with ID "Player").

:)

The process I want to automate is that of applying certain animations to only one class or race so that it doesn't have to be done manually (if it's even possible). I am glad to know that individual NPCs can have unique animations, which I assume means they can have unique skeletons, which means they can have unique meshes, and all of my mod ideas are possible! At least, all of them but the modular animation replacers, I'm still not sure about that.
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CArla HOlbert
 
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Post » Tue May 17, 2011 4:00 pm

:o Intriguing and exciting stuff! More power to your elbow, BramblesMarlow :thumbsup:
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Nicole Coucopoulos
 
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Post » Tue May 17, 2011 3:24 am

Awesome resource LizTail, may I have permission to host it http://tamriel-rebuilt.org/?p=modding_data/utils?
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Judy Lynch
 
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Post » Tue May 17, 2011 2:44 pm

Awesome resource LizTail, may I have permission to host it http://tamriel-rebuilt.org/?p=modding_data/utils?

Sure, or you can just link to my web page for it here:

http://www.liztail.com/view_project.php?prj_id=8
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Olga Xx
 
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Post » Tue May 17, 2011 7:48 am

I am glad to know that individual NPCs can have unique animations, which I assume means they can have unique skeletons, which means they can have unique meshes, and all of my mod ideas are possible!

I don't think individual NPCs can have unique meshes/skeletons. I think you'd have to change the meshes used by the entire race, not just one individual.
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Floor Punch
 
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Post » Tue May 17, 2011 3:25 pm

n/m I worked this out, It's easy to make animations work with Liztail's kit. Copy the defaut .xml and alter the info (extremely simple and self explanatory when you look at it). Create an icon just like you would for a weapon icon or an avatar here. (Dimesions important?) and then make sure the anims you want to use are named the same as the originals (only works for replacing animations, not making new ones entirely). Drop the load into the currect file/folder structure as per the 'readme' with animkit and you're off.
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Tamara Primo
 
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Post » Tue May 17, 2011 12:03 pm

I opened the Complete.nif file and saw the animations but I still can't tell which one is which.I deleted the ones I didn't want like all the run animations but I ended up deleting the animations I wanted. :cryvaultboy:


Liztail, I'm really sorry to even ask this, but I can't work it out. Have you tested the split version you supplied a few posts back? It all works perfectly, except for just 3 little animations which won't play for me in game (defaults to originals). I've looked at everything but can find no errors. The only thing I haven't done is to compare the names of the files against their original vanilla counterparts in case they are a letter or number off. I haven't worried about this check because I don't think that's the problem. due to the fact these are mostly moving to one side animations and moving to the other side works fine (with the exact same filenames, only with right and left substituted). Also the 'run back' replacement, which is my favorite animation of all, doesn't work. I posted a thread on that and no one has been able to help yet.
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Micah Judaeah
 
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Post » Tue May 17, 2011 1:53 pm

Liztail, I'm really sorry to even ask this, but I can't work it out. Have you tested the split version you supplied a few posts back? It all works perfectly, except for just 3 little animations which won't play for me in game (defaults to originals). I've looked at everything but can find no errors. The only thing I haven't done is to compare the names of the files against their original vanilla counterparts in case they are a letter or number off. I haven't worried about this check because I don't think that's the problem. due to the fact these are mostly moving to one side animations and moving to the other side works fine (with the exact same filenames, only with right and left substituted). Also the 'run back' replacement, which is my favorite animation of all, doesn't work. I posted a thread on that and no one has been able to help yet.


Looks like the problem is that Oshiel capitalized some of the names of the animations incorrectly in his text keys. Runforward1h instead of RunForward1h, for example. I'm surprised this worked at all, but I guess Morrowind is more forgiving when it comes to attaching animations to NPCs. If you try to use a player character animation file with incorrectly capitalized animation names, Morrowind will fail to start up.

I've created an updated version of AnimKitUI.exe that automatically corrects these capitalization errors, which you can download here:

http://www.liztail.com/view_project.php?prj_id=8§ion=news

Let me know if you have any issues with it.
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cheryl wright
 
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Post » Tue May 17, 2011 12:01 pm

-clip-
I've created an updated version of AnimKitUI.exe that automatically corrects these capitalization errors, which you can download here:
-clip-
Let me know if you have any issues with it.

I tested this out. More of the missing animations are working now :thumbsup: , however some are not animating correctly - e.g. RunForward animations 'hiccup' causing a stuttering effect and displacing the pc back along their route so that the distance covered is actually slower than just walking; seems to be skipping some of the animation.

Also, for females WalkForward;.kf appears the same as the MW default. Oshiel's animation does replace it for males (haven't checked beasts yet).

There are a lot of synchronization problems still which I didn't notice using Oshiel's Complete version and replacing method.

Thanks LizTail! B)
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NAkeshIa BENNETT
 
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Post » Tue May 17, 2011 5:58 am

I tested this out. More of the missing animations are working now :thumbsup: , however some are not animating correctly - e.g. RunForward animations 'hiccup' causing a stuttering effect and displacing the pc back along their route so that the distance covered is actually slower than just walking; seems to be skipping some of the animation.

Also, for females WalkForward;.kf appears the same as the MW default. Oshiel's animation does replace it for males (haven't checked beasts yet).

There are a lot of synchronization problems still which I didn't notice using Oshiel's Complete version and replacing method.

Thanks LizTail! B)


Thanks heaps for that Liztail!

I'll try it out and let you know if I have these problems too.

Interestingly, runforward was one of the animations that didn't work for me before, perhaps Morrowind can forgive one small error but not two in a file XD

I couldn't say about the female walking animation because I made a second folder, called female and dropped Axel's sixy walk in there. I just thought that would be 'neater' than running both. Works fine too (walking).


EDIT: On second thoughts, there is something else I wanted to ask you. I've been racking my brain to try to find a workaround for this myself but I can't. I'd like to use Alienslof's better beasts with the civilised beasts version. This is because I don't mind Argonians without the beast animation (Gosh I hate that! Unless someone makes a beast animation that looks better than the default). This is because the Argonian's feet look 'believable' big. The Khajiits look like their legs are broken when you unbeast them. AlienSlof got around this by putting their heads onto normal better bodies meshes (obviously including a retextured mesh). She then created a tail addon, but the tails are only physiqued and NOT animated. But I want them to be animated since I use your kit. Is there any way to do this? To get even more complex, is it possible to separate the Argonians and Khajiits from her kit? Perhaps I should ask her that, but I can't find her since she pulled down her mods.
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CArla HOlbert
 
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Post » Tue May 17, 2011 3:31 am

Awesome app! I just now started following this, so forgive my ignorance. What is the best way to go about finding mods that use this great tool?
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Prisca Lacour
 
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Post » Tue May 17, 2011 4:10 am

Awesome app! I just now started following this, so forgive my ignorance. What is the best way to go about finding mods that use this great tool?


There are none. You have to make them. Read the readme file. It's very easy to make animations work with this mod. All you have to do is create a pathway of folders in the correct order, make an icon (just like making an avatar but 100pi x 100pi I think) and edit a copy of an xml file (which is nowhere near as difficult as it sounds, the animations need to be renamed to match game base animation names, so you're really just replacing those, therefore the xml is just a few tiny details about the overall pack you're adding).


Liztail! I'm about to smash my PC. I cannot use this! I removed version 2.0, cleaned my PC, rebooted my PC and then installed it. I've reinstalled it twice but I keep getting a msg that says:

"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
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Rowena
 
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