[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 12:14 am

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:

Your referring to Oshiel's animation replacer man =) There isn't really an animation for flying no. You could change or make a new sequence ( but only recently ) any animation that is in the base animation file with the help of this kit. You would still need to animate using 3dsmax or maybe... Blender. DIFFICULT STUFF!. Anyhow...

Even then you would only replace an animation that is used elsewhere.
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Anna S
 
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Post » Tue May 17, 2011 5:38 am

If I'm not mistaken, flying is just walking/running. There is absolutely no difference. xx'
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Madeleine Rose Walsh
 
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Post » Tue May 17, 2011 2:39 pm

Yes, levitating is essentially walking on air. I don't know if a custom animation can be assigned to it without changing the normal walking animation.
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casey macmillan
 
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Post » Tue May 17, 2011 10:05 am

Oh interesting will download it later. :)
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jasminε
 
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Post » Tue May 17, 2011 4:26 pm

Yes, levitating is essentially walking on air. I don't know if a custom animation can be assigned to it without changing the normal walking animation.



The making of the animation in blender is not that difficult, but I have no idea, how to get the animation into the game and link it to the game charakter.

I have an Idea, but I don't know if it's stupid or not. Imagine you make an exact copy of your character and use it as an an armor. Than you rotate that armor, giving it a lying position. The Armor does repace the legs, making them invisible. The animation stays the same, the charakter is still walking, but you see him lying in the air instead of standing upright.

Instead of an armor you could also use bodyparts and just make an armor part of it.


Hope somone was able to follow me up to here?! :nope:



TheDaywalker :rock:
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El Goose
 
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Post » Mon May 16, 2011 11:50 pm

The making of the animation in blender is not that difficult, but I have no idea, how to get the animation into the game and link it to the game charakter.

I have an Idea, but I don't know if it's stupid or not. Imagine you make an exact copy of your character and use it as an an armor. Than you rotate that armor, giving it a lying position. The Armor does repace the legs, making them invisible. The animation stays the same, the charakter is still walking, but you see him lying in the air instead of standing upright.

Instead of an armor you could also use bodyparts and just make an armor part of it.
Hope somone was able to follow me up to here?! :nope:
TheDaywalker :rock:

Hmmm.. i remember that you could turn the PC upside down using a door that excited upside down or something... maybe if you script a spell to teleport you sideways ?
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Hazel Sian ogden
 
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Post » Tue May 17, 2011 1:25 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...

You can only replace existing animations, you can't add new ones and i doubt Hrncharnd would be able to patch new ones in because that could require a code re-write and/or access to the source code to include it.
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Prohibited
 
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Post » Tue May 17, 2011 4:02 am

For creatures, flying *is* walking, ie "walkforward" anim for a cliffracer is flying forward. It should be possible to make a flying race by giving them appropriate animations and a levitation ability. But how to then make them able to walk on the ground as well - I've no idea. It would be a huge amount of work anyway, since you'd have to replace all the animations.

BTW, regarding Blender for character animations: edit 1 animation at a time and recombine with the animation kit, and make sure you use "loc" keys only for the Bip01 armature object, only "rot" keys for the bones.

Edit: The other thing is that Blender can't create or edit character armatures for MW export - so you'd need to get your armature done by someone with max or maya if you're going to use the 1st person finger bones for the wings or something.
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Charles Mckinna
 
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Post » Tue May 17, 2011 3:27 pm

How about replacing the swim animation? I'd imagine a winged creature wouldn't be too keen on swimming anyway - or if they did, they'd use their wings for propulsion instead of their arms anyway.
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Angela Woods
 
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Post » Tue May 17, 2011 1:50 am

New race animations with extra bones (e.g. with wings) could be not that easy to create using Blender for PC first person view.
In case I understand Melian correctly it is possible to create only working MW kf files. However, for the new race it is obligatory to create (may be, modify in NifScope) a new skeleton nif (x.nif). First person skeleton has several peculiarities (specific NiNodes) that can be exported correctly only with original MW Max exporter.
Moreover, it would be necessary to create completely new base_anim.1st.nif and base_anim.nif animation files with hundreds of required in MW sequences. Oshiel has found the way how to "attach" new base_anim (third person view) to PC, but it is not clear how to implement new base_anim.1st.nif.
There are also many other limitations like hardcoded bone names, collision propagation structures, etc. TheDaywalker, I assume you know all these details.
This is a tremendous amount of work and I do not think that this is doable. The best solution IMHO for a winged race is animated (partially) body/armor/clothes parts. There are several excellent examples of that available in the mods.

:)
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Darrell Fawcett
 
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Post » Tue May 17, 2011 4:21 am

How about making a "creature" much like the dragon you can ride, however in this case it looks like yourself animated as flying? I recon cortex scripts could turn you into creatures? I haven't played the mod myself but I've read about it. Even so it's lots of work but perhaps the easiest way?
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katie TWAVA
 
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Post » Tue May 17, 2011 5:47 am

Well, seems harder than I thought first. It was just an idea of mine to improve flying in morrowind, but at the moment my knowledge is not good enough to find a solution to this problem, but I'll put it on my "to do"-list for the future!

@melian:

Edit: The other thing is that Blender can't create or edit character armatures for MW export - so you'd need to get your armature done by someone with max or maya if you're going to use the 1st person finger bones for the wings or something


I'm working with blender 2.46 and it does export armature for morrowind flawless!

http://pic.leech.it/i/62fec/f9465e1armature.jpg


TheDaywalker :rock:
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JUDY FIGHTS
 
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Post » Tue May 17, 2011 1:57 pm

TheDaywalker. In case you are interested I can share all I have learned about MW NPC/PC animations but I have no clue about Blender (I am using Max).


:)
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Naomi Lastname
 
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Post » Tue May 17, 2011 11:40 am

TheDaywalker. In case you are interested I can share all I have learned about MW NPC/PC animations but I have no clue about Blender (I am using Max).
:)



In case that I'm interested??? :drool: - I've spend days and weeks infront of my pc searching for usefull informations on that subjects. It would be great, if you could teach me something about that! Doesn't matter if max or blender, I guess the basics are the same, just some other ways to work around in blender, but I'll find out about that and maybe in future I'll use max too!


TheDaywalker :rock:
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Josh Sabatini
 
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Post » Tue May 17, 2011 6:45 am

OK. I think it is better to start a new topic something like "Morrowind animations. Questions and answers".
I will prepare some information and useful links (need some time for that).
Meanwhile, could you check the discussion at Fliggerty's Forum (archives) we had a while ago where Raflod shared his knowledge and I tried to explain some issues, my understanding:

http://webapp.fliggerty.com/cgi-bin/index.cgi?action=viewarchive&board=genmorr&op=archivedisplay&num=1371&start=0

:)
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Rik Douglas
 
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Post » Tue May 17, 2011 3:20 pm

OK. I think it is better to start a new topic something like "Morrowind animations. Questions and answers".
I will prepare some information and useful links (need some time for that).
Meanwhile, could you check the discussion at Fliggerty's Forum (archives) we had a while ago where Raflod shared his knowledge and I tried to explain some issues, my understanding:

http://webapp.fliggerty.com/cgi-bin/index.cgi?action=viewarchive&board=genmorr&op=archivedisplay&num=1371&start=0

:)



Ok, Big THX so far, I'll check out the link now!!! B)


TheDaywalker :rock:
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Jerry Cox
 
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Post » Tue May 17, 2011 11:55 am

Strange error message while attempting to merge kfs exported from Max2009 with NifTools Max plugin (as a result nothing was merged):

"Error: XYZ rotation keys are not supported."

These animation nifs are fine in the game. Kfs exported with Max TES plugin can be merged.

:(
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Multi Multi
 
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Post » Tue May 17, 2011 12:38 pm

What idles are the "Standing about" doing nothing, pretty much default stance parts?
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Cameron Wood
 
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Post » Tue May 17, 2011 8:38 am

What idles are the "Standing about" doing nothing, pretty much default stance parts?

"idle" is just standing there. Is that what you mean?

On a completely different note: I had an annoying time installing the new CoM version, had to extract the animation files from the new bsa and put them in my meshes folder before the anim toolkit would do anything with the new ones. Is there an easier way round this?
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biiibi
 
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Post » Tue May 17, 2011 4:03 pm

I am curious, has anyone made a beta anim mod with this yet? I lack the know-how to use it (tried)
so, just wondering.
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Tina Tupou
 
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Post » Tue May 17, 2011 9:22 am

Strange observation: merged with the Kit animation blocks other NPC animations e.g. animated wings are "paralyzed".

:(
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Emmi Coolahan
 
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Post » Tue May 17, 2011 4:45 am

Strange error message while attempting to merge kfs exported from Max2009 with NifTools Max plugin (as a result nothing was merged):

"Error: XYZ rotation keys are not supported."

These animation nifs are fine in the game. Kfs exported with Max TES plugin can be merged.

:(

There are two types of rotation keys in Morrowind NIF files, quaternions and separate XYZ Euler rotations. I believe all the game's files use quaternions and 99% of modder-created files do as well. In order to merge various animations into one list of keys, the type of the keys has to be the same. Converting XYZ Euler rotations to quaternions would have taken extra work and could have altered the model, so I decided not to bother. If the plug-in supports it, you might be able to convert XYZ animations to quaternions using 3ds Max or Blender.

Strange observation: merged with the Kit animation blocks other NPC animations e.g. animated wings are "paralyzed".

:(

If you equip an item that animates based on key times instead of sequences, then it won't work the same anymore after changing sequences because changing the length of sequences makes the times they start and stop change. I believe most wings work by assuming that the walk sequence starts and stops at a particular time, the jump sequence stops and starts at a particular time, etc., which assumes that the animations will never be change.
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Tracey Duncan
 
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Post » Tue May 17, 2011 9:59 am

If you equip an item that animates based on key times instead of sequences, then it won't work the same anymore after changing sequences because changing the length of sequences makes the times they start and stop change. I believe most wings work by assuming that the walk sequence starts and stops at a particular time, the jump sequence stops and starts at a particular time, etc., which assumes that the animations will never be change.

So if I understand correctly, if this is the issue, carefully Nif-Surgery of the item will allow you to fix it yes?
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Fam Mughal
 
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Post » Tue May 17, 2011 7:54 am

First of all, let me thank LizTail for this great utility, and also everyone who's working on animations.

I do have a quick question, though. I took oshiel's animation replacer and made a package to be used with the AnimKit, but there's just one problem. Is there a way to apply animations to the PC only, and not NPCs? I like the animations, and right now I have it set up in the 'female' folder, which narrows it down some. It's just odd to see shopkeepers standing around like they're ready to fight to the death. Or, even better, would it be possible to have one set of NPC animations for non-combat (base anims), and then one set for combat (oshiels)? That would be a bit less jarring, I imagine.
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Captian Caveman
 
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Post » Tue May 17, 2011 6:17 am

Not that I'm aware. It rebuilds the standard keyframe sets that all humanoids (and some creatures) of the various types use.
I seem to recall you'll have to go through the manual install technique as detailed by Oshiel.
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P PoLlo
 
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