[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 3:43 pm

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.


Bah, more problems!

It seems you've incorrectly diagnosed the problem. Because I couldn't get the newer version of the animkit to work (reinstalling the old was no problem) I tried to fix my issue by renaming the problem files. I noticed that Oshiel named all the HandToHand files as 'HandtoHand' but they always worked for me anyway. Also, the one I care about most is RunBack (and variants). Looking at those, they're all named correctly, no incorrect capitalisation. There is a chance I already fixed the capitalisation myself when trying to find out what the problem was initially but I don't think so. Anyway, the fact that many work that were incorrectly capitalised and many don't work that weren't incorrectly capitalised makes me think there is another problem that we haven't yet uncovered.

Fingers crossed you can find what I can't. I feel so let down. I was minutes away from having that cool backflip instead of the dumb, ugly vanilla running backwards animation. Poop.
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Dagan Wilkin
 
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Post » Tue May 17, 2011 4:20 am

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."

Sorry I forgot to mention it, but I built the new version with Visual Studio 2008 instead of 2005. Because of that, you need to download and install the Microsoft Visual C++ 2008 Redistributable here:

http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

You may need to update your version of .NET as well, but see if just getting that solves it first.

If you already had it (say from installing MGE) then you would not have to install it again.

It seems you've incorrectly diagnosed the problem. Because I couldn't get the newer version of the animkit to work (reinstalling the old was no problem) I tried to fix my issue by renaming the problem files. I noticed that Oshiel named all the HandToHand files as 'HandtoHand' but they always worked for me anyway. Also, the one I care about most is RunBack (and variants). Looking at those, they're all named correctly, no incorrect capitalisation. There is a chance I already fixed the capitalisation myself when trying to find out what the problem was initially but I don't think so. Anyway, the fact that many work that were incorrectly capitalised and many don't work that weren't incorrectly capitalised makes me think there is another problem that we haven't yet uncovered.

The problem isn't only to do with file names, but also with data inside the KF files which you cannot edit without NifSkope. If it was just a problem with file names I would have been lazy and just told you to rename them instead of releasing a new version ^_^; Hopefully once you install the redistributable and get the new version working you will be able to get the back flips you want.
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Julia Schwalbe
 
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Post » Tue May 17, 2011 11:08 am

Sorry I forgot to mention it, but I built the new version with Visual Studio 2008 instead of 2005. Because of that, you need to download and install the Microsoft Visual C++ 2008 Redistributable here:

http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

You may need to update your version of .NET as well, but see if just getting that solves it first.

If you already had it (say from installing MGE) then you would not have to install it again.


The problem isn't only to do with file names, but also with data inside the KF files which you cannot edit without NifSkope. If it was just a problem with file names I would have been lazy and just told you to rename them instead of releasing a new version ^_^; Hopefully once you install the redistributable and get the new version working you will be able to get the back flips you want.


YAY! All works, including the animations. Haha.. some of those have to GO! (But I have my flips YAY)

The only other thing is... is there a way to use the animated tails thing with Slof's Civilised Beasts? I'm not sure if it would be as simple as with another unbeasted beast. It uses a different mesh (normall BB I think) and has it's own .esp. Not rly sure what's in it. Haven't looked.
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Julie Ann
 
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Post » Tue May 17, 2011 2:16 am

Liztail has a version of her beasts that use Slof's textures, so if you do that you can. Not quite the same and Slof's Civilised beasts, but very similar. Just different feet.
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Avril Louise
 
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Post » Tue May 17, 2011 2:14 am

Sorry if this was already answered somewhere -- but are the MW AnimKit-compatible Oshiel animations available for download somewhere? It sounds like an awesome thing to try out but I'd prefer to use the AnimKit if possible.



Also, while this is a fantastic utility, there is one aspect which I'd thought could be improved: the animation stack. As it stands now the stack will apply the animations to all actors (npcs + players), which is a fantastic improvement over previous methods... but wouldn't it be even more neat if we could have a PC stack and a separate NPC stack? Such that, for instance, you could use Oshiel's replacer via the PC stack but not check it with the NPC stack so that not EVERYBODY is a ninja.... or the reverse! Be the only non-ninja in the world, hah.

Would this be something difficult to add? Or is the change in architecture too great (I'm not clear on how much work goes on under the hood, honestly).



Either way, thanks (and for the updated version, too)!
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Penny Courture
 
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Post » Tue May 17, 2011 10:30 am

Well, I never got permission to do this, but I'm tired of trying to explain how to make this work for people... so http://www.liztail.com/oshiel.rar. If Oshiel doesn't like the fact that I'm distributing this, I'll be happy to take it down.


One page back, near the top. I think I'll download it and fiddle around with it.

Oh, Liz also explains how to mix and match animation replacers as well, in case you want to check that out. :P Going to try mixing up the default animations with oshiel's and axel's animations.
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Alisia Lisha
 
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Post » Tue May 17, 2011 1:33 am

Liztail has a version of her beasts that use Slof's textures, so if you do that you can. Not quite the same and Slof's Civilised beasts, but very similar. Just different feet.


The feet are the reason I use slof's civilised beasts. I can't stand the way Khajiits have broken looking massive lower legs. The argonians don't look so bad 'unbeasted' but unless the can be separated from the Khajiits, I am not prepared to give up slof's version with the humanoid feet.

Sorry if this was already answered somewhere -- but are the MW AnimKit-compatible Oshiel animations available for download somewhere? It sounds like an awesome thing to try out but I'd prefer to use the AnimKit if possible.



Also, while this is a fantastic utility, there is one aspect which I'd thought could be improved: the animation stack. As it stands now the stack will apply the animations to all actors (npcs + players), which is a fantastic improvement over previous methods... but wouldn't it be even more neat if we could have a PC stack and a separate NPC stack? Such that, for instance, you could use Oshiel's replacer via the PC stack but not check it with the NPC stack so that not EVERYBODY is a ninja.... or the reverse! Be the only non-ninja in the world, hah.

Would this be something difficult to add? Or is the change in architecture too great (I'm not clear on how much work goes on under the hood, honestly).



Either way, thanks (and for the updated version, too)!


Yeah, I think that's a brilliant idea and I second it! However, from what I could research, the old way of installing animations meant that they only affected the PC. I hardly ever look at myself and when I do it's to take screenshots (obviously non animated haha) so it's more important to me to have everyone else altered (at the sacrifice of having to be the same as them) and animkit makes it easier than trying to modify race by race. I hear what you're saying, I just wanted to add some appreciation for what Liztail's given us so far.

One page back, near the top. I think I'll download it and fiddle around with it.

Oh, Liz also explains how to mix and match animation replacers as well, in case you want to check that out. :P Going to try mixing up the default animations with oshiel's and axel's animations.


Does axel have other animations too? I've got a few packs but they are different animations that would have to be used as a resource, rather than ones that could be used to directly replace existing animations such as run or jump. As it stands, I already mixed Axel's sixy walk in to Oshiel's. I didn't like Axel's sixywalk's run forward, so I scrapped it. I just took the walk and made a 'female' folder for it.

Also, using the female folder has other advantages. I don't like some of Oshiel's animations for women. The idle poses are stupid but particularly for a woman, so I used the vanilla animations for women in the idle poses and a few others like run forward.
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Mark
 
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Post » Tue May 17, 2011 8:11 am

I tried mixing as well but in the end it just turned out a bit bothersome because I couldn't pin point one of the Oshiels animations that I did not want. I do however like oshiels for spellcasting, everything except that the head is looking down to much. might be an easy edit to make in the future. Anyhow...

I would be interested in a "Godiva" mixed animation set. Hint hint. Just because I've apparently failed, and I think you explained somewhat what I was going for. One of the things I disliked are some standing idles, legs wide apart, arms and shoulders back. you know?
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lacy lake
 
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Post » Tue May 17, 2011 4:54 am

Also, while this is a fantastic utility, there is one aspect which I'd thought could be improved: the animation stack. As it stands now the stack will apply the animations to all actors (npcs + players), which is a fantastic improvement over previous methods... but wouldn't it be even more neat if we could have a PC stack and a separate NPC stack? Such that, for instance, you could use Oshiel's replacer via the PC stack but not check it with the NPC stack so that not EVERYBODY is a ninja.... or the reverse! Be the only non-ninja in the world, hah.

Would this be something difficult to add? Or is the change in architecture too great (I'm not clear on how much work goes on under the hood, honestly).

You can do this on an NPC-by-NPC basis with the construction set by assigning an animation file. It wasn't really a goal of mine to create a tool that automates changes to ESP files. The AnimKit currently only operates on Morrowind's base animation files, but it does come with command-line tools to help you split up and combine animations for use on NPCs as well. You still have to apply them manually in the construction set, though.

The feet are the reason I use slof's civilised beasts. I can't stand the way Khajiits have broken looking massive lower legs. The argonians don't look so bad 'unbeasted' but unless the can be separated from the Khajiits, I am not prepared to give up slof's version with the humanoid feet.

I meant to make smaller versions of the feet for use with un-beasted versions of the races at some point, but I never got around to it. Maybe someone with more time than me might be willing to do it. Shouldn't be too hard.
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Kortniie Dumont
 
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Post » Tue May 17, 2011 7:50 am

I tried mixing as well but in the end it just turned out a bit bothersome because I couldn't pin point one of the Oshiels animations that I did not want. I do however like oshiels for spellcasting, everything except that the head is looking down to much. might be an easy edit to make in the future. Anyhow...

I would be interested in a "Godiva" mixed animation set. Hint hint. Just because I've apparently failed, and I think you explained somewhat what I was going for. One of the things I disliked are some standing idles, legs wide apart, arms and shoulders back. you know?


You're more than welcome to my copy. If you want to pinpoint those animations youself though, to customise this how you like it, use the preview feature. It's not as hard as it seems. Simply run it, select the directory and let it do it's thing. Then go back to the directory and you'll see the files in NIF format, as well as KF format. The ones in NIF format can be clicked on and you can see how they look. Then just delete the KF versions (not the NIF versions, as I've made that mistake haha). The only one that I can't seem to locate is the combat idle for bows. I deleted all the one handed weapons drawn combat postures but the problem remains. By the problem, I mean that you stand (or sort of squat) brandishing your sword in the direction of the enemy, but when doing this with a bow, you point the bow at them like a sword. Looks so silly but I can't work out what file is used and I don't want to mess up all the other animations.


I meant to make smaller versions of the feet for use with un-beasted versions of the races at some point, but I never got around to it. Maybe someone with more time than me might be willing to do it. Shouldn't be too hard.


I wish you would do that. I don't have blender and have never worked with meshes. Are you saying there is no way to use AlienSlof's civilised beasts with the tail aniamtion?
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James Smart
 
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Post » Tue May 17, 2011 8:07 am

I wish you would do that. I don't have blender and have never worked with meshes. Are you saying there is no way to use AlienSlof's civilised beasts with the tail aniamtion?

It's possible that I might get around to it some day, but I'm not going to try to carve out any time for it in the near term. I wasn't commenting on Slof's mod at all, but if you wanted to make it work with tail animation, you could use the non-civilized version and then activate the Unbeast mods that come with the AnimKit. This would cause the version of the tail that was skinned to bones so it would animate to be used with the non-beast animations. That would cause it to have the same problem with big feet that my mod does, so you might want to swap out the foot references in the ESP to point to the civilized version of her mod, but you could just as easily do that with my version of the meshes that use her textures as well.
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Tina Tupou
 
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Post » Tue May 17, 2011 5:15 am

It's possible that I might get around to it some day, but I'm not going to try to carve out any time for it in the near term. I wasn't commenting on Slof's mod at all, but if you wanted to make it work with tail animation, you could use the non-civilized version and then activate the Unbeast mods that come with the AnimKit. This would cause the version of the tail that was skinned to bones so it would animate to be used with the non-beast animations. That would cause it to have the same problem with big feet that my mod does, so you might want to swap out the foot references in the ESP to point to the civilized version of her mod, but you could just as easily do that with my version of the meshes that use her textures as well.


I didn't realise it was possible to swap out the feet. After all, I really like your hands with claws. It was just the lower legs/feet part of the civilised beasts that I liked. If you say to swap the 'foot references' out in the .esp... do you actually mean CS? Because I can't think how this could be done in CS. Perhaps in NIFskope I could but I'm still unable to work out how to switch things around in Nifskope. For example, I've noticed hair packages that mix and match ears/hairs/headbands the way you might mix and match a Mr. Potato Head toy as a child. No one seems able to tell me how to do this though. I can look at it and see that the ears or headband are on a separate node to the main hair etc, and I'm easily able to remove one of the components but I don't know how to bring the new one in. As no one seems able to tell me, I'm becoming worried that this is only possible with more software, like blender. For example, if you had a hair with no ears and you wanted to release it for all races, would you be able to import the ears from another hair set that already had ears on a separate node? How would you do that and is it the same thing you mean by the feet? I'd be eternally grateful if not only was that possible but someone could tell me how. I'd be able to release a clothing mod I'm been working on if I were able to to do that, as well as to be able to have my dream beast races, thanks to slof's feet and the rest of your bests. :-)
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April D. F
 
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Post » Tue May 17, 2011 7:02 am

I didn't realise it was possible to swap out the feet. After all, I really like your hands with claws. It was just the lower legs/feet part of the civilised beasts that I liked. If you say to swap the 'foot references' out in the .esp... do you actually mean CS? Because I can't think how this could be done in CS. Perhaps in NIFskope I could but I'm still unable to work out how to switch things around in Nifskope. For example, I've noticed hair packages that mix and match ears/hairs/headbands the way you might mix and match a Mr. Potato Head toy as a child. No one seems able to tell me how to do this though. I can look at it and see that the ears or headband are on a separate node to the main hair etc, and I'm easily able to remove one of the components but I don't know how to bring the new one in. As no one seems able to tell me, I'm becoming worried that this is only possible with more software, like blender. For example, if you had a hair with no ears and you wanted to release it for all races, would you be able to import the ears from another hair set that already had ears on a separate node? How would you do that and is it the same thing you mean by the feet? I'd be eternally grateful if not only was that possible but someone could tell me how. I'd be able to release a clothing mod I'm been working on if I were able to to do that, as well as to be able to have my dream beast races, thanks to slof's feet and the rest of your bests. :-)

Yes, in the ConstructionSet you can choose which NIF file is used by each part of the body separately on the body parts tab. So in this case you'd want to change the reference for Khajiit and Argonian feet body parts to point to Slof's NIF files instead of mine, save the changes as a new ESP, and then enable it in the data files section before running Morrowind again. You shouldn't need to use NifSkope or Blender.
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John Moore
 
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Post » Tue May 17, 2011 12:58 pm

Hm.
I downloaded AnimKit2.1Setup. Then I tryed to open AnimKitUI. But it crashed, I got message (this application cant open because it should be adjusted). I thought I have no Microsoft Visual C++ 2005 SP1 Redistributable Package (32-bit) so I downloaded it. Same problem.
Then I try to install something from another thread. And now I have some exe-s in E:\Morrowind\Data Files\Animation. I setup_anim_mods, then process_anim_mods. I saw my mods.html, but I still have the problem. I cant open AnimKitUI.
What's wrong?
P.S. I use MGE, I have .NET.
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lydia nekongo
 
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Post » Tue May 17, 2011 2:10 pm

For the latest version, you need the 2008 redistributable, not the 2005 SP1 redistributable. You should also double check that you have the latest version of .NET too. If you still get an error when you try to run it, try googling the error message. That should let you know whether it's being caused by a missing C++ redistributable or a missing .NET component.
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Benji
 
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Post » Tue May 17, 2011 10:08 am

Yeap, I did it! Thanks a lot for helping and for the tool.
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Jessie Rae Brouillette
 
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Post » Tue May 17, 2011 8:40 am

Something to note is that if you re-name a sequence to another valid sequence name, such as renaming Death1;.kf to Death2;.kf,
the animation data inside will automatically be converted from refering to the Death1 animation to refer to the Death2 animation. So this is a really easy way
to change animations around just by renaming the files.


Anyone found this to work? No matter what file I renamed to what, it didn't make a difference. In fact I think you can name all the files whatever you bloody well want and all the Keyframes will "find its rightful place". I know keyframe swapping can be done though(from other gamebryo games), maybe I have to rename something else instead of the windows filename?

Oh and because I don't want you to think I meant otherwise: This is a fantastic accomplishment regardless. :)
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Verity Hurding
 
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Post » Tue May 17, 2011 9:15 am

Help!!!

I managed to install oshiel's animations with this, but whenever i try to boot up morrowind I get:

"Too many shared anim groups. Up the MAX_OPEN_ANIM_GROUPS in TES3HandlerNew.cpp"

How do I do this?
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Phoenix Draven
 
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Post » Tue May 17, 2011 3:01 am

Can you replace 1st. person animations with the animation kit?
I can't see a folder for 1st. person animations in the base_anim folder.
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Hearts
 
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Post » Tue May 17, 2011 6:09 am

to liztail

will you still support [update] the command line version of this tools ? I stick to use command line version.

and I forget how to merge many kf files to make one single nif file for unique npc to use under his npc editor window. yes , i mean make abc.nif, xabc.nif, xabc.kf, which can run without use this tool. please show some clues.
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Gisela Amaya
 
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Post » Tue May 17, 2011 9:45 am

UI version will not help you to create "abc.nif, xabc.nif": by the title ("merge_kf.exe") it merges only .kf files.

"abc.nif" file can be just empty MW nif file (nif version 4.0.0.2).
"xabc.nif" can any nif that contains corresponding to kf files skeleton structure: if kfs have tail bones than it should contain skeleton with tail bones, etc.

Command line is fine IMHO (there are sufficient instructions in it), Kit has other more serious limitations.

:)
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Benito Martinez
 
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Post » Tue May 17, 2011 1:20 pm

Does anyone else get warning messages about the Horror Mod when clicking the fixing animation errors button? This is what I get:
WRN: meshes\MElf\HM\xdancingboylong.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xhorizondance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xkickdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xmilldance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xmonkeydance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xroundaboutdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xswingdance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xyoohoodance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xaliballet.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xalitecno.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xballet.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xcradledance.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdancemovemusic.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdancetechnoshort.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)
WRN: meshes\MElf\HM\xdynamic_3.nif does not exist. There may be a problem with this mod. (Horror Mod.esp)

Is this harmless?
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Robert Devlin
 
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Post » Tue May 17, 2011 8:02 am

I'm having a problem with it. :( I'm totally noob in this stuff. Here's what error I get.


ERR: Error while performing Anim Mod setup procedure: Could not create file C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Meshes\Xanim_dancingGirl.kf. Does the path exist?
ERR: Couldn't open the Morrowind Animation directory. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\)
ERR: Anim Mod environment is not set up.

Help please... I really want upright beasties. :D

Edit: This may be already posted... but I can't find it in the forums. Please help. :)
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Brandi Norton
 
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Post » Tue May 17, 2011 9:59 am

I'm having a problem with it. :( I'm totally noob in this stuff. Here's what error I get.


ERR: Error while performing Anim Mod setup procedure: Could not create file C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Meshes\Xanim_dancingGirl.kf. Does the path exist?
ERR: Couldn't open the Morrowind Animation directory. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\)
ERR: Anim Mod environment is not set up.

Help please... I really want upright beasties. :D

Edit: This may be already posted... but I can't find it in the forums. Please help. :)

Try running the program as administrator. I think I had a similar problem and I fixed it by running the program as administrator.
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Bitter End
 
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Post » Tue May 17, 2011 10:20 am

Oh ok! I'll try that. -_-
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Cameron Garrod
 
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