[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 4:37 am

Fliggerty: you're also creating a combat overhaul next to your NPC redo? Great :) Would any hit be considered a hit, but some hits more damaging than others, rather than the crappy MW combat?
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Leonie Connor
 
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Post » Tue May 17, 2011 8:45 am

Sounds fun Fliggerty, but...

So all I need is 26 more attack animations...
There's the rub. There really aren't many about (that I can find). Some of the Karate moves in RX31's MiscAnims may work, but they're all bundled together into one NIF file :unsure: Could some of the animations released by Oblivion modders be used?
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Spooky Angel
 
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Post » Tue May 17, 2011 4:31 am

I really have no idea. Animation is definitely not my strong suite...what I'm good at is putting the various utilities people make to good use!
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renee Duhamel
 
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Post » Tue May 17, 2011 4:23 pm

OB animations can be converted to MW animations in Max (I did that for several custom animations from the mods in order just to learn/elaborate the techniques). But this might have legal difficulties. :nono:
I am not that experienced to be able to create interesting complex combat animations from the scratch. I think I have a very old mocap library of combat animations somewhere on my CDs, I have to search and check whether they might be usable/interesting for such project.

:rolleyes:
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Kelvin
 
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Post » Tue May 17, 2011 10:32 am

There wouldn't be any legal issues if we are importing OB modder-made resources AFAIK.
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Richard
 
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Post » Tue May 17, 2011 11:24 am

I don't have to keep on the UI while running Morrowind, do I?
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chinadoll
 
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Post » Tue May 17, 2011 1:50 am

There wouldn't be any legal issues if we are importing OB modder-made resources AFAIK.


I mean that not all modders generously permit to use their work for other projects. I am not playing/modding OB (I have just made some tests) and have no clue about what combat mods you are talking. Could you recommend a couple of free ones and I will see what can be done.

:)
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He got the
 
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Post » Tue May 17, 2011 6:17 am

Here's the rub, Oblivion doesn't have many new animations either. It has an over abundence of static poses instead. There are a handful or so new animation mods out there but only a handful and usually they only do one or two loops like relpace on self spell casting :shrug:

Nothing wrong with asking the modders for permission though. Some of them, particularly the Japanese modders (which is sad since they do make the vast majority of poses) might give you an outright "no" but it doesn't hurt to ask. Ask first before you start working on converting them though, that way no one gets their hopes up.
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Abel Vazquez
 
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Post » Tue May 17, 2011 7:35 am

Here's the rub, Oblivion doesn't have many new animations either. It has an over abundence of static poses instead. There are a handful or so new animation mods out there but only a handful and usually they only do one or two loops like relpace on self spell casting :shrug:

Nothing wrong with asking the modders for permission though. Some of them, particularly the Japanese modders (which is sad since they do make the vast majority of poses) might give you an outright "no" but it doesn't hurt to ask. Ask first before you start working on converting them though, that way no one gets their hopes up.

Japanease people are friendly man.
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Amy Melissa
 
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Post » Tue May 17, 2011 1:33 pm

Here's the rub, Oblivion doesn't have many new animations either. It has an over abundence of static poses instead. There are a handful or so new animation mods out there but only a handful and usually they only do one or two loops like relpace on self spell casting :shrug:

Nothing wrong with asking the modders for permission though. Some of them, particularly the Japanese modders (which is sad since they do make the vast majority of poses) might give you an outright "no" but it doesn't hurt to ask. Ask first before you start working on converting them though, that way no one gets their hopes up.

It's always worth an ask.

It occurs to me that using this method and a new animation, I could indeed manage to have spellcasting animations in Oblivion-Style Spellcasting.
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Alisha Clarke
 
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Post » Tue May 17, 2011 6:58 am

It occurs to me that using this method and a new animation, I could indeed manage to have spellcasting animations in Oblivion-Style Spellcasting.

Holy Gods please tell me this means WIP! I've just had to make a new character today and I've chosen to play another pure mage (virtually identical to my last character). This mod and Stuporstar's masterpiece would complete my existence and bring meaning to my, prior to these events, empty life.

Hehe, how was that? Enough drama? :^P
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willow
 
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Post » Tue May 17, 2011 12:20 pm

I need to have some animations though. I don't know how to do anything with animations other than use Liztail's cool little gift here to manipulate them!
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Ernesto Salinas
 
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Post » Tue May 17, 2011 12:28 pm

I think I saw a spellcasting animation replacer on Nexus at one point for Oblivion. It didn't suit my tastes over all so I passed it by and therefore don't remember the name. But it's worth a search probably :shrug:
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Javier Borjas
 
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Post » Tue May 17, 2011 3:10 pm

This: http://www.tesnexus.com/downloads/file.php?id=13388 could be a fun experiment. If this could be converted to a MW animation, then I can use it as a large attack with my method of mouse control.
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CSar L
 
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Post » Tue May 17, 2011 3:15 am

I would recommend interested MW modders to check these kfs in NifScope (import OB skeleton.nif; select Spells/Animation/Attach .kf; select onehandskill1attackpower.kf or twohandskill1attackpower.kf). In Max the results are even more frustrating.
Conclusion: IMHO these animation sequences even with serious editing are not applicable for MW.

The workflow in Max:

1. Import OB skeleton.nif in Max using NifTools pligin.
2. Import OB kf animation file using NifTools pligin.
3. Create MW biped with RX31's ToolBox.
4. Transfer OB boned animation to the MW biped skeleton using RX31's ToolBox.
5. Save it as bip file.
6. Start another scene using MW animation blank files; applied saved bip file; tweak it; create note track etc.
7. Export.

The RX31's ToolBox is here:
http://rx31.rethan-manor.net/pages/animtool.htm


:(
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sarah
 
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Post » Tue May 17, 2011 1:12 am

I think I saw a spellcasting animation replacer on Nexus at one point for Oblivion. It didn't suit my tastes over all so I passed it by and therefore don't remember the name. But it's worth a search probably :shrug:

Is http://www.tesnexus.com/downloads/file.php?id=12626 it?

Fliggerty, (warning: I don't know what I'm talking about) why is the Morrowind spellcasting animation unusable? Or is it the case that you just want something different?

edit - I don't have Oblivion so I don't know what the heck this is, but here's another http://www.tesnexus.com/downloads/file.php?id=19413 in case it's helpful.
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Vahpie
 
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Post » Tue May 17, 2011 8:29 am

The MW spellcasting anim won't work because that's all it is...spellcasting. What I'm looking for is a spellcast that is done with the weapon drawn since that's what OB-SC does. Basically what I would do is set the animation as the "large follow" weapons animations and force that to play when they spell button is pressed.
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Kyra
 
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Post » Tue May 17, 2011 4:16 pm

Is http://www.tesnexus.com/downloads/file.php?id=12626 it?

Fliggerty, (warning: I don't know what I'm talking about) why is the Morrowind spellcasting animation unusable? Or is it the case that you just want something different?

edit - I don't have Oblivion so I don't know what the heck this is, but here's another http://www.tesnexus.com/downloads/file.php?id=19413 in case it's helpful.



No actually it was http://www.tesnexus.com/downloads/file.php?id=16900 I remember watching the video :lol:

Also take a look at http://www.tesnexus.com/modules/members/index.php?id=338264 (they're usually full range of motions not just random poses) and http://www.tesnexus.com/modules/members/index.php?id=539633 as well. You might be able to find something you can use in one of these two Fligg.
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Britta Gronkowski
 
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Post » Tue May 17, 2011 7:20 am

Um Yeah I have a question I am not seeing an animation mod in my U.I. I've got the file structure correct and the xml and image file are there its just not showing up for ocials(sp) animation pack.

nevermind I figured it out I had thought you could name the xml anything disregard this post.
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Phillip Brunyee
 
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Post » Tue May 17, 2011 6:12 am

Going to try it out now, might prove useful to some small tweaks I'm having fun with.
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james kite
 
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Post » Tue May 17, 2011 12:19 pm

So... what I did was split one of RX31's nice gesture sets to try to get the knocking animation only. However I see that all of his animations also has a .NIF file on which the animations are displayed. After splitting I can't get the .NIF to work with it, or so I would assume. Perhaps this is not needed at all.

Any advice?
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Ross Thomas
 
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Post » Tue May 17, 2011 12:10 am

YES, do not need nif, just the kf files are needed to work with this tool.
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Amy Smith
 
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Post » Tue May 17, 2011 2:35 am

Hi guys,

interesting thread!!! I've got a question concerning this utility:

I'm planning to make a new playable winged race using better bodies as baisis. It will be faeries once again, but not those kinky once, more like those evil lttle brainsvckers that come out at night and roam the land while the world is sleeping, lol!!! Oh yes, my question, I nearly forgot:

Is it possible to make a more realistic flight animation with that tool. I hate this walking arround upright in the air, especially when using winged races it looks like.... I'd like to have it the superman style!


Greetz, TheDaywalker!!! :rock:
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jessica breen
 
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Post » Tue May 17, 2011 10:41 am

Hi guys,

interesting thread!!! I've got a question concerning this utility:

I'm planning to make a new playable winged race using better bodies as baisis. It will be faeries once again, but not those kinky once, more like those evil lttle brainsvckers that come out at night and roam the land while the world is sleeping, lol!!! Oh yes, my question, I nearly forgot:

Is it possible to make a more realistic flight animation with that tool. I hate this walking arround upright in the air, especially when using winged races it looks like.... I'd like to have it the superman style!
Greetz, TheDaywalker!!! :rock:

I'd vote no for this. The problem is how animations are assigned. Your race would either be human or beast based race and if you replace the animations you will replace a part of either of those non flying ones. I have an idea tho, now that you mention it...

Is it possible to add more types in addition to beast and human type races ? Perhaps hrnchamd patch can do that...
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teeny
 
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Post » Tue May 17, 2011 7:18 am

I'd vote no for this. The problem is how animations are assigned. Your race would either be human or beast based race and if you replace the animations you will replace a part of either of those non flying ones. I have an idea tho, now that you mention it...

Is it possible to add more types in addition to beast and human type races ? Perhaps hrnchamd patch can do that...



I know of mods making the character climb walls, make weird kung fu moves in their air and so on, where is the problem about flying? Isn't it an animation like any other too?!


TheDaywalker :rock:
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Ian White
 
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