Creating animations

Post » Tue May 17, 2011 11:59 am

Hey again every


I have been toying with the idea of redo'ing morrowind animations. With all the new graphics and what not, I feel its the last part of the game that needs fixing, and since no one has actually done something complete in this area, I thought I would give it a try. I don't have much animating experience, however I have access to a lot of information and tutorials on the subject, and as I understand it, Morrowind only allows for basic animations, so presuming I wanna spend a good 100 hours learning "how to", it shouldn't be too difficult.

However I having trouble understand how to get started. I don't know how to get the skeleton, and animations of the game into 3DS max, and most searching the web has turned up little to nothing. There is a guide explaining very roughly how to do it in Blender, however I don't know that, and learning a completely new program complicates the process too much in my mind.

I presume doing what I set out to do, is more difficult then I imagine, because otherwise someone would have done it already I suppose.

But if you want to help me, I need to know how to get the games animations out of the game, and into 3DS max, and I need to know how to make it compatible with Liztail's Anim Kit. Any pointers, information, thoughts, anything is welcome on the matter, even just how to get meshes and textures into 3DS max could help, so please share anything you know on the subject :)
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Sara Johanna Scenariste
 
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Post » Tue May 17, 2011 8:25 am

Do you have to pay for 3dsmax? Because I want to learn how to make animations too like what Arcimaestro Anteres did. The website says download trial. So, can you just cheat the trial by redownloading it over and over? Like with winrar?
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Nathan Barker
 
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Post » Tue May 17, 2011 8:52 am

Do you have to pay for 3dsmax? Because I want to learn how to make animations too like what Arcimaestro Anteres did. The website says download trial. So, can you just cheat the trial by redownloading it over and over? Like with winrar?


Its a professional tool used by all the big game creators. So yes, and its not cheap unfortunetly. And no, that won't work. The process you need to go through to make sure the software doesn't know you have used its trial already, is complex, and I don't really know how :(
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Invasion's
 
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Post » Tue May 17, 2011 2:23 am

I think that Dirnae did his animation work using Blender -- which is open source, and free, if that appeals to anyone. I don't know if the ease of use is better or worse.

I can't offer any advice as far as the actual animation goes, but if you enter into this foray, I'd be happy to help test/critique any new animations. We can always use some more, there are so few available!

Maybe I should try to learn some animation basics, too. It could be fun, though I'm sure quite difficult...
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Jeff Tingler
 
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Post » Tue May 17, 2011 3:01 am

I think Dirnae is a hardcoe Max fan ;) but Blender is more than capable of creating animations for Morrowind. There are plenty of free tutorials on YouTube and there are some downloadable ones on PES and Tesnexus. :)
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Sweets Sweets
 
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Post » Mon May 16, 2011 11:51 pm

I think Dirnae is a hardcoe Max fan ;) but Blender is more than capable of creating animations for Morrowind. There are plenty of free tutorials on YouTube and there are some downloadable ones on PES and Tesnexus. :)


I have searched for a long time now, so if this is true, and I*m simply an idiot, please provide some links :/
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latrina
 
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Post » Tue May 17, 2011 6:56 am

http://www.gamesas.com/?showtopic=883042&hl=animation thread may be of some value. You may also wish to consult the Morrowind Code Patch documentation to see what improvements are available for modders to make use of in the "Improved Animation Support" patch.
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Shelby Huffman
 
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Post » Tue May 17, 2011 1:20 pm

It seems like knowledge in this area is too segmented and spread out. There are loads of tools and what not, but NOTHING on how to get animations and models from the game, into ANY program. I need to go through this process, since thats how I learn.

Seems like this sort of overhaul requires someone of better skills
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Emilie M
 
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Post » Mon May 16, 2011 11:47 pm

Feel free to pm me with questions. If you're using 3ds max you'll want to import the animations into 3ds max using niftools importer, transfer the animations from bone to biped using RX31's max scripts (though these don't work on my version, so I use .xml files with Save\Load Animation instead :/), then edit them.

If you want to do an animation overhaul I might be able to help here and there too.
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Tyler F
 
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Post » Tue May 17, 2011 5:21 am

Hello,

The skeleton or http://www.ageinc.com/Morrowind/Thanos_Tower/Download/MWanimation_blankfiles.zip are available at Thanos Tower. The shadow may need to be physiqued to the biped if you wish to use it. I am not sure if I can share my modified version.

Curious, what version of 3dsmax are you using Dirnae? I haven't worked with my scripts in a while and thought I had written them to work with all versions of max. Or perhaps I forgot to make them available. May well be time for an update.

Best regards,
RX31
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Celestine Stardust
 
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Post » Tue May 17, 2011 10:44 am

I have searched for a long time now, so if this is true, and I*m simply an idiot, please provide some links :/

search.blender.on.PES.or.nexus.lots.of.results.

Hello,The skeleton or http://www.ageinc.com/Morrowind/Thanos_Tower/Download/MWanimation_blankfiles.zip are available at Thanos Tower. The shadow may need to be physiqued to the biped if you wish to use it. I am not sure if I can share my modified version.Curious, what version of 3dsmax are you using Dirnae? I haven't worked with my scripts in a while and thought I had written them to work with all versions of max. Or perhaps I forgot to make them available. May well be time for an update.Best regards,RX31


Hello.rx31.nice.to.see.you.
:)

edit:animation.tutorials.=>

http://www.ageinc.com/Morrowind/Thanos_Tower/tutorials.html
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Charlotte Buckley
 
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Post » Tue May 17, 2011 5:02 am

Yeah, it's good to see you. If you wrote it for all versions of max I've probably just screwed something up, I'm self-taught with 3ds max, and not versed with maxscript at all I'm afraid.
When I run the script, it spits out this error: http://dl.dropbox.com/u/14472345/Script_Error.jpg

And then when I use the Transfer Animation, it spits out the same error but points to line 57 in the script.
The other functions that I did play around with worked correctly, though. Any idea what's going on there?
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CxvIII
 
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Post » Tue May 17, 2011 2:17 am

To my knowledge, there had been quite some change in the scripting department with Max 2010. But then, I didn't even know the *.Nif plugins to be working with 2010. The scripts do work with Max 9, though.
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Oyuki Manson Lavey
 
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Post » Tue May 17, 2011 8:14 am

Yeah, there's no official release for 2010 I don't think. I'm using the 3.5 pre-release: http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=2205
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Beast Attire
 
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Post » Tue May 17, 2011 3:36 am

From the link above:

"1. Main animation nif (e.g. base_anim.nif). This file is not used by the game engine and probably required only for display purposes in the TESCK. However, it should be obligatory present, its content could be any valid MW animation nif. This file contains animation data plus skeleton plus meshes (body parts). I guess it is something similar to NDL/Gamebryo .kfm animation file format that is not used in MW."

Hi - long time lurker on these forums (years now) 1st post. I have been making custom anims off and on for about a year now from RX31's release of animations from years back. Specifically, the "anim_m_sleeping.nif" file, which I chose because it runs a very long time and I still dont know how to change the total time available in an anim. Anyway, I have made numerous animations for ex., martial arts like hand-to-hand idles, special weapon moves, as well as timed interaction between 2-3 actors with the idea of screen-capture filming the sequence as a movie so to speak. How I did this was by simply opening "anim_m_sleeping.nif" (or more correctly a version edited by me for easier access to time stamps which correspond to idles 1-9) in nifskope and editing the quad keys and translations (and then obviously saving as a new file), then applying to an NPC(s) in the CS. Just yesterday I realized that I dont even have the corresponding x---.nif or x---.kf for this file in the meshes directory - and yet it works fine. Can anyone explain this? I am disputing the idea that the base nif is not needed or does not contain animation data needed to perform the movements you see in game (also yes, all of these anims work beautifully in-game). Meanwhile I am at my wits end as to understanding what use the .kf is for, I have spent countless hours examining kfs in nifskope as well as searching internet and not learned anything useful. Help me understand because I can and want to crank out custom animations for other's use - the catch is I want to do it in nifskope by hand-editing the quad and translation keys, no blender or max please. I've spent well over a hundred hours making these in this way over the last year just for my own amusemant.
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Vera Maslar
 
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Post » Tue May 17, 2011 10:47 am

EDIT: Oh I just remembered reading a comment by one of the animation pack authors about having trouble with realistic looking breathing. I spent a while on this as I found good breathing is essential to a immersive anim. Its not too hard you move spine1 with a corresponding offset in the opposite direction for spine 2 (not 1-for-1 its a ratio about 8-5 I think) combined in some cases with clavicle movement. Sometimes you need to put in compensating head and upper arm movement as well. But most of the good breathing look comes from spine1-spine2 compensating movements. Just thought Id share.
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Richus Dude
 
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Post » Tue May 17, 2011 10:31 am

Hello,

Here is an unfinished script. I think the error on line 57 may be a function max 2010 doesn't like. I haven't used max in a while and I've used max 2010 very little. I've moved to Motion Builder for animating and use 3dsmax for exporting the nifs and kfs. Anyways, this is a simple animation transfer script you may try. Just copy and paste it to notepad and save as "MW_Bone2Biped.ms". (What ever happened to CodeBox?)

Spoiler
-- --------------------------------------------------------------------------
-- Morrowind Bone to Biped Animation Transfer
-- Version 0.01
-- For 3ds Max 5 through 8
-- --------------------------------------------------------------------------

rollout B2BRollout "MW Bone2Biped"
(
groupBox TAgrp "Transfer Animation" pos:[8,8] width:146 height:106
button ThirdButton "3rd" pos:[21,24] width:120 height:20
button KnAButton "KnA" pos:[21,52] width:120 height:20
button FirstButton "1st" pos:[21,80] width:120 height:20
button helpButton "Help" pos:[21,122] width:120 height:20

On ThirdButton pressed Do
(
anim_Start = animationRange.start
anim_End = animationRange.end
DisableSceneRedraw()
Animate On
For t = anim_Start to anim_End Do
(
sliderTime = t
biped.setTransform $Bip02 #pos ($Bip01.transform.pos) True
biped.setTransform $Bip02 #rotation ($Bip01.transform.rotation) True
biped.setTransform $'Bip02 Pelvis' #pos ($'Bip01 Pelvis'.transform.pos) True
biped.setTransform $'Bip02 Pelvis' #rotation ($'Bip01 Pelvis'.transform.rotation) True
biped.setTransform $'Bip02 Spine' #pos ($'Bip01 Spine'.transform.pos) True
biped.setTransform $'Bip02 Spine' #rotation ($'Bip01 Spine'.transform.rotation) True
biped.setTransform $'Bip02 Spine1' #pos ($'Bip01 Spine1'.transform.pos) True
biped.setTransform $'Bip02 Spine1' #rotation ($'Bip01 Spine1'.transform.rotation) True
biped.setTransform $'Bip02 Spine2' #pos ($'Bip01 Spine2'.transform.pos) True
biped.setTransform $'Bip02 Spine2' #rotation ($'Bip01 Spine2'.transform.rotation) True
biped.setTransform $'Bip02 Neck' #pos ($'Bip01 Neck'.transform.pos) True
biped.setTransform $'Bip02 Neck' #rotation ($'Bip01 Neck'.transform.rotation) True
biped.setTransform $'Bip02 Head' #pos ($'Bip01 Head'.transform.pos) True
biped.setTransform $'Bip02 Head' #rotation ($'Bip01 Head'.transform.rotation) True
biped.setTransform $'Bip02 L Clavicle' #pos ($'Bip01 L Clavicle'.transform.pos) True
biped.setTransform $'Bip02 L Clavicle' #rotation ($'Bip01 L Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 L UpperArm' #pos ($'Bip01 L UpperArm'.transform.pos) True
biped.setTransform $'Bip02 L UpperArm' #rotation ($'Bip01 L UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 L Forearm' #pos ($'Bip01 L Forearm'.transform.pos) True
biped.setTransform $'Bip02 L Forearm' #rotation ($'Bip01 L Forearm'.transform.rotation) True
biped.setTransform $'Bip02 L Hand' #pos ($'Bip01 L Hand'.transform.pos) True
biped.setTransform $'Bip02 L Hand' #rotation ($'Bip01 L Hand'.transform.rotation) True
biped.setTransform $'Bip02 L Finger0' #pos ($'Bip01 L Finger0'.transform.pos) True
biped.setTransform $'Bip02 L Finger0' #rotation ($'Bip01 L Finger0'.transform.rotation) True
biped.setTransform $'Bip02 L Finger01' #pos ($'Bip01 L Finger01'.transform.pos) True
biped.setTransform $'Bip02 L Finger01' #rotation ($'Bip01 L Finger01'.transform.rotation) True
biped.setTransform $'Bip02 L Finger1' #pos ($'Bip01 L Finger1'.transform.pos) True
biped.setTransform $'Bip02 L Finger1' #rotation ($'Bip01 L Finger1'.transform.rotation) True
biped.setTransform $'Bip02 L Finger11' #pos ($'Bip01 L Finger11'.transform.pos) True
biped.setTransform $'Bip02 L Finger11' #rotation ($'Bip01 L Finger11'.transform.rotation) True
biped.setTransform $'Bip02 L Finger2' #pos ($'Bip01 L Finger2'.transform.pos) True
biped.setTransform $'Bip02 L Finger2' #rotation ($'Bip01 L Finger2'.transform.rotation) True
biped.setTransform $'Bip02 L Finger21' #pos ($'Bip01 L Finger21'.transform.pos) True
biped.setTransform $'Bip02 L Finger21' #rotation ($'Bip01 L Finger21'.transform.rotation) True
biped.setTransform $'Bip02 R Clavicle' #pos ($'Bip01 R Clavicle'.transform.pos) True
biped.setTransform $'Bip02 R Clavicle' #rotation ($'Bip01 R Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 R UpperArm' #pos ($'Bip01 R UpperArm'.transform.pos) True
biped.setTransform $'Bip02 R UpperArm' #rotation ($'Bip01 R UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 R Forearm' #pos ($'Bip01 R Forearm'.transform.pos) True
biped.setTransform $'Bip02 R Forearm' #rotation ($'Bip01 R Forearm'.transform.rotation) True
biped.setTransform $'Bip02 R Hand' #pos ($'Bip01 R Hand'.transform.pos) True
biped.setTransform $'Bip02 R Hand' #rotation ($'Bip01 R Hand'.transform.rotation) True
biped.setTransform $'Bip02 R Finger0' #pos ($'Bip01 R Finger0'.transform.pos) True
biped.setTransform $'Bip02 R Finger0' #rotation ($'Bip01 R Finger0'.transform.rotation) True
biped.setTransform $'Bip02 R Finger01' #pos ($'Bip01 R Finger01'.transform.pos) True
biped.setTransform $'Bip02 R Finger01' #rotation ($'Bip01 R Finger01'.transform.rotation) True
biped.setTransform $'Bip02 R Finger1' #pos ($'Bip01 R Finger1'.transform.pos) True
biped.setTransform $'Bip02 R Finger1' #rotation ($'Bip01 R Finger1'.transform.rotation) True
biped.setTransform $'Bip02 R Finger11' #pos ($'Bip01 R Finger11'.transform.pos) True
biped.setTransform $'Bip02 R Finger11' #rotation ($'Bip01 R Finger11'.transform.rotation) True
biped.setTransform $'Bip02 R Finger2' #pos ($'Bip01 R Finger2'.transform.pos) True
biped.setTransform $'Bip02 R Finger2' #rotation ($'Bip01 R Finger2'.transform.rotation) True
biped.setTransform $'Bip02 R Finger21' #pos ($'Bip01 R Finger21'.transform.pos) True
biped.setTransform $'Bip02 R Finger21' #rotation ($'Bip01 R Finger21'.transform.rotation) True
biped.setTransform $'Bip02 L Thigh' #pos ($'Bip01 L Thigh'.transform.pos) True
biped.setTransform $'Bip02 L Thigh' #rotation ($'Bip01 L Thigh'.transform.rotation) True
biped.setTransform $'Bip02 L Calf' #pos ($'Bip01 L Calf'.transform.pos) True
biped.setTransform $'Bip02 L Calf' #rotation ($'Bip01 L Calf'.transform.rotation) True
biped.setTransform $'Bip02 L Foot' #pos ($'Bip01 L Foot'.transform.pos) True
biped.setTransform $'Bip02 L Foot' #rotation ($'Bip01 L Foot'.transform.rotation) True
biped.setTransform $'Bip02 L Toe0' #pos ($'Bip01 L Toe0'.transform.pos) True
biped.setTransform $'Bip02 L Toe0' #rotation ($'Bip01 L Toe0'.transform.rotation) True
biped.setTransform $'Bip02 R Thigh' #pos ($'Bip01 R Thigh'.transform.pos) True
biped.setTransform $'Bip02 R Thigh' #rotation ($'Bip01 R Thigh'.transform.rotation) True
biped.setTransform $'Bip02 R Calf' #pos ($'Bip01 R Calf'.transform.pos) True
biped.setTransform $'Bip02 R Calf' #rotation ($'Bip01 R Calf'.transform.rotation) True
biped.setTransform $'Bip02 R Foot' #pos ($'Bip01 R Foot'.transform.pos) True
biped.setTransform $'Bip02 R Foot' #rotation ($'Bip01 R Foot'.transform.rotation) True
biped.setTransform $'Bip02 R Toe0' #pos ($'Bip01 R Toe0'.transform.pos) True
biped.setTransform $'Bip02 R Toe0' #rotation ($'Bip01 R Toe0'.transform.rotation) True
t += 1
)
Animate Off
EnableSceneRedraw()
)
On KnAButton pressed Do
(
anim_Start = animationRange.start
anim_End = animationRange.end
DisableSceneRedraw()
Animate On
For t = anim_Start to anim_End Do
(
sliderTime = t
biped.setTransform $Bip02 #pos ($Bip01.transform.pos) True
biped.setTransform $Bip02 #rotation ($Bip01.transform.rotation) True
biped.setTransform $'Bip02 Pelvis' #pos ($'Bip01 Pelvis'.transform.pos) True
biped.setTransform $'Bip02 Pelvis' #rotation ($'Bip01 Pelvis'.transform.rotation) True
biped.setTransform $'Bip02 Spine' #pos ($'Bip01 Spine'.transform.pos) True
biped.setTransform $'Bip02 Spine' #rotation ($'Bip01 Spine'.transform.rotation) True
biped.setTransform $'Bip02 Spine1' #pos ($'Bip01 Spine1'.transform.pos) True
biped.setTransform $'Bip02 Spine1' #rotation ($'Bip01 Spine1'.transform.rotation) True
biped.setTransform $'Bip02 Spine2' #pos ($'Bip01 Spine2'.transform.pos) True
biped.setTransform $'Bip02 Spine2' #rotation ($'Bip01 Spine2'.transform.rotation) True
biped.setTransform $'Bip02 Tail' #pos ($'Bip01 Tail'.transform.pos) True
biped.setTransform $'Bip02 Tail' #rotation ($'Bip01 Tail'.transform.rotation) True
biped.setTransform $'Bip02 Tail1' #pos ($'Bip01 Tail1'.transform.pos) True
biped.setTransform $'Bip02 Tail1' #rotation ($'Bip01 Tail1'.transform.rotation) True
biped.setTransform $'Bip02 Tail2' #pos ($'Bip01 Tail2'.transform.pos) True
biped.setTransform $'Bip02 Tail2' #rotation ($'Bip01 Tail2'.transform.rotation) True
biped.setTransform $'Bip02 Tail3' #pos ($'Bip01 Tail3'.transform.pos) True
biped.setTransform $'Bip02 Tail3' #rotation ($'Bip01 Tail3'.transform.rotation) True
biped.setTransform $'Bip02 Neck' #pos ($'Bip01 Neck'.transform.pos) True
biped.setTransform $'Bip02 Neck' #rotation ($'Bip01 Neck'.transform.rotation) True
biped.setTransform $'Bip02 Head' #pos ($'Bip01 Head'.transform.pos) True
biped.setTransform $'Bip02 Head' #rotation ($'Bip01 Head'.transform.rotation) True
biped.setTransform $'Bip02 L Clavicle' #pos ($'Bip01 L Clavicle'.transform.pos) True
biped.setTransform $'Bip02 L Clavicle' #rotation ($'Bip01 L Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 L UpperArm' #pos ($'Bip01 L UpperArm'.transform.pos) True
biped.setTransform $'Bip02 L UpperArm' #rotation ($'Bip01 L UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 L Forearm' #pos ($'Bip01 L Forearm'.transform.pos) True
biped.setTransform $'Bip02 L Forearm' #rotation ($'Bip01 L Forearm'.transform.rotation) True
biped.setTransform $'Bip02 L Hand' #pos ($'Bip01 L Hand'.transform.pos) True
biped.setTransform $'Bip02 L Hand' #rotation ($'Bip01 L Hand'.transform.rotation) True
biped.setTransform $'Bip02 L Finger0' #pos ($'Bip01 L Finger0'.transform.pos) True
biped.setTransform $'Bip02 L Finger0' #rotation ($'Bip01 L Finger0'.transform.rotation) True
biped.setTransform $'Bip02 L Finger01' #pos ($'Bip01 L Finger01'.transform.pos) True
biped.setTransform $'Bip02 L Finger01' #rotation ($'Bip01 L Finger01'.transform.rotation) True
biped.setTransform $'Bip02 L Finger1' #pos ($'Bip01 L Finger1'.transform.pos) True
biped.setTransform $'Bip02 L Finger1' #rotation ($'Bip01 L Finger1'.transform.rotation) True
biped.setTransform $'Bip02 L Finger11' #pos ($'Bip01 L Finger11'.transform.pos) True
biped.setTransform $'Bip02 L Finger11' #rotation ($'Bip01 L Finger11'.transform.rotation) True
biped.setTransform $'Bip02 L Finger2' #pos ($'Bip01 L Finger2'.transform.pos) True
biped.setTransform $'Bip02 L Finger2' #rotation ($'Bip01 L Finger2'.transform.rotation) True
biped.setTransform $'Bip02 L Finger21' #pos ($'Bip01 L Finger21'.transform.pos) True
biped.setTransform $'Bip02 L Finger21' #rotation ($'Bip01 L Finger21'.transform.rotation) True
biped.setTransform $'Bip02 R Clavicle' #pos ($'Bip01 R Clavicle'.transform.pos) True
biped.setTransform $'Bip02 R Clavicle' #rotation ($'Bip01 R Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 R UpperArm' #pos ($'Bip01 R UpperArm'.transform.pos) True
biped.setTransform $'Bip02 R UpperArm' #rotation ($'Bip01 R UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 R Forearm' #pos ($'Bip01 R Forearm'.transform.pos) True
biped.setTransform $'Bip02 R Forearm' #rotation ($'Bip01 R Forearm'.transform.rotation) True
biped.setTransform $'Bip02 R Hand' #pos ($'Bip01 R Hand'.transform.pos) True
biped.setTransform $'Bip02 R Hand' #rotation ($'Bip01 R Hand'.transform.rotation) True
biped.setTransform $'Bip02 R Finger0' #pos ($'Bip01 R Finger0'.transform.pos) True
biped.setTransform $'Bip02 R Finger0' #rotation ($'Bip01 R Finger0'.transform.rotation) True
biped.setTransform $'Bip02 R Finger01' #pos ($'Bip01 R Finger01'.transform.pos) True
biped.setTransform $'Bip02 R Finger01' #rotation ($'Bip01 R Finger01'.transform.rotation) True
biped.setTransform $'Bip02 R Finger1' #pos ($'Bip01 R Finger1'.transform.pos) True
biped.setTransform $'Bip02 R Finger1' #rotation ($'Bip01 R Finger1'.transform.rotation) True
biped.setTransform $'Bip02 R Finger11' #pos ($'Bip01 R Finger11'.transform.pos) True
biped.setTransform $'Bip02 R Finger11' #rotation ($'Bip01 R Finger11'.transform.rotation) True
biped.setTransform $'Bip02 R Finger2' #pos ($'Bip01 R Finger2'.transform.pos) True
biped.setTransform $'Bip02 R Finger2' #rotation ($'Bip01 R Finger2'.transform.rotation) True
biped.setTransform $'Bip02 R Finger21' #pos ($'Bip01 R Finger21'.transform.pos) True
biped.setTransform $'Bip02 R Finger21' #rotation ($'Bip01 R Finger21'.transform.rotation) True
biped.setTransform $'Bip02 L Thigh' #pos ($'Bip01 L Thigh'.transform.pos) True
biped.setTransform $'Bip02 L Thigh' #rotation ($'Bip01 L Thigh'.transform.rotation) True
biped.setTransform $'Bip02 L Calf' #pos ($'Bip01 L Calf'.transform.pos) True
biped.setTransform $'Bip02 L Calf' #rotation ($'Bip01 L Calf'.transform.rotation) True
biped.setTransform $'Bip02 L Foot' #pos ($'Bip01 L Foot'.transform.pos) True
biped.setTransform $'Bip02 L Foot' #rotation ($'Bip01 L Foot'.transform.rotation) True
biped.setTransform $'Bip02 L Toe0' #pos ($'Bip01 L Toe0'.transform.pos) True
biped.setTransform $'Bip02 L Toe0' #rotation ($'Bip01 L Toe0'.transform.rotation) True
biped.setTransform $'Bip02 R Thigh' #pos ($'Bip01 R Thigh'.transform.pos) True
biped.setTransform $'Bip02 R Thigh' #rotation ($'Bip01 R Thigh'.transform.rotation) True
biped.setTransform $'Bip02 R Calf' #pos ($'Bip01 R Calf'.transform.pos) True
biped.setTransform $'Bip02 R Calf' #rotation ($'Bip01 R Calf'.transform.rotation) True
biped.setTransform $'Bip02 R Foot' #pos ($'Bip01 R Foot'.transform.pos) True
biped.setTransform $'Bip02 R Foot' #rotation ($'Bip01 R Foot'.transform.rotation) True
biped.setTransform $'Bip02 R Toe0' #pos ($'Bip01 R Toe0'.transform.pos) True
biped.setTransform $'Bip02 R Toe0' #rotation ($'Bip01 R Toe0'.transform.rotation) True
t += 1
)
Animate Off
EnableSceneRedraw()
)
On FirstButton pressed Do
(
anim_Start = animationRange.start
anim_End = animationRange.end
DisableSceneRedraw()
Animate On
For t = anim_Start to anim_End Do
(
sliderTime = t
biped.setTransform $Bip02 #pos ($Bip01.transform.pos) True
biped.setTransform $Bip02 #rotation ($Bip01.transform.rotation) True
biped.setTransform $'Bip02 Pelvis' #pos ($'Bip01 Pelvis'.transform.pos) True
biped.setTransform $'Bip02 Pelvis' #rotation ($'Bip01 Pelvis'.transform.rotation) True
biped.setTransform $'Bip02 Spine' #pos ($'Bip01 Spine'.transform.pos) True
biped.setTransform $'Bip02 Spine' #rotation ($'Bip01 Spine'.transform.rotation) True
biped.setTransform $'Bip02 Spine1' #pos ($'Bip01 Spine1'.transform.pos) True
biped.setTransform $'Bip02 Spine1' #rotation ($'Bip01 Spine1'.transform.rotation) True
biped.setTransform $'Bip02 Spine2' #pos ($'Bip01 Spine2'.transform.pos) True
biped.setTransform $'Bip02 Spine2' #rotation ($'Bip01 Spine2'.transform.rotation) True
biped.setTransform $'Bip02 Neck' #pos ($'Bip01 Neck'.transform.pos) True
biped.setTransform $'Bip02 Neck' #rotation ($'Bip01 Neck'.transform.rotation) True
biped.setTransform $'Bip02 L Clavicle' #pos ($'Bip01 L Clavicle'.transform.pos) True
biped.setTransform $'Bip02 L Clavicle' #rotation ($'Bip01 L Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 L UpperArm' #pos ($'Bip01 L UpperArm'.transform.pos) True
biped.setTransform $'Bip02 L UpperArm' #rotation ($'Bip01 L UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 L Forearm' #pos ($'Bip01 L Forearm'.transform.pos) True
biped.setTransform $'Bip02 L Forearm' #rotation ($'Bip01 L Forearm'.transform.rotation) True
biped.setTransform $'Bip02 L Hand' #pos ($'Bip01 L Hand'.transform.pos) True
biped.setTransform $'Bip02 L Hand' #rotation ($'Bip01 L Hand'.transform.rotation) True
biped.setTransform $'Bip02 L Finger0' #pos ($'Bip01 L Finger0'.transform.pos) True
biped.setTransform $'Bip02 L Finger0' #rotation ($'Bip01 L Finger0'.transform.rotation) True
biped.setTransform $'Bip02 L Finger01' #pos ($'Bip01 L Finger01'.transform.pos) True
biped.setTransform $'Bip02 L Finger01' #rotation ($'Bip01 L Finger01'.transform.rotation) True
biped.setTransform $'Bip02 L Finger02' #pos ($'Bip01 L Finger02'.transform.pos) True
biped.setTransform $'Bip02 L Finger02' #rotation ($'Bip01 L Finger02'.transform.rotation) True
biped.setTransform $'Bip02 L Finger1' #pos ($'Bip01 L Finger1'.transform.pos) True
biped.setTransform $'Bip02 L Finger1' #rotation ($'Bip01 L Finger1'.transform.rotation) True
biped.setTransform $'Bip02 L Finger11' #pos ($'Bip01 L Finger11'.transform.pos) True
biped.setTransform $'Bip02 L Finger11' #rotation ($'Bip01 L Finger11'.transform.rotation) True
biped.setTransform $'Bip02 L Finger12' #pos ($'Bip01 L Finger12'.transform.pos) True
biped.setTransform $'Bip02 L Finger12' #rotation ($'Bip01 L Finger12'.transform.rotation) True
biped.setTransform $'Bip02 L Finger2' #pos ($'Bip01 L Finger2'.transform.pos) True
biped.setTransform $'Bip02 L Finger2' #rotation ($'Bip01 L Finger2'.transform.rotation) True
biped.setTransform $'Bip02 L Finger21' #pos ($'Bip01 L Finger21'.transform.pos) True
biped.setTransform $'Bip02 L Finger21' #rotation ($'Bip01 L Finger21'.transform.rotation) True
biped.setTransform $'Bip02 L Finger22' #pos ($'Bip01 L Finger22'.transform.pos) True
biped.setTransform $'Bip02 L Finger22' #rotation ($'Bip01 L Finger22'.transform.rotation) True
biped.setTransform $'Bip02 L Finger3' #pos ($'Bip01 L Finger3'.transform.pos) True
biped.setTransform $'Bip02 L Finger3' #rotation ($'Bip01 L Finger3'.transform.rotation) True
biped.setTransform $'Bip02 L Finger31' #pos ($'Bip01 L Finger31'.transform.pos) True
biped.setTransform $'Bip02 L Finger31' #rotation ($'Bip01 L Finger31'.transform.rotation) True
biped.setTransform $'Bip02 L Finger32' #pos ($'Bip01 L Finger32'.transform.pos) True
biped.setTransform $'Bip02 L Finger32' #rotation ($'Bip01 L Finger32'.transform.rotation) True
biped.setTransform $'Bip02 L Finger4' #pos ($'Bip01 L Finger4'.transform.pos) True
biped.setTransform $'Bip02 L Finger4' #rotation ($'Bip01 L Finger4'.transform.rotation) True
biped.setTransform $'Bip02 L Finger41' #pos ($'Bip01 L Finger41'.transform.pos) True
biped.setTransform $'Bip02 L Finger41' #rotation ($'Bip01 L Finger41'.transform.rotation) True
biped.setTransform $'Bip02 L Finger42' #pos ($'Bip01 L Finger42'.transform.pos) True
biped.setTransform $'Bip02 L Finger42' #rotation ($'Bip01 L Finger42'.transform.rotation) True
biped.setTransform $'Bip02 R Clavicle' #pos ($'Bip01 R Clavicle'.transform.pos) True
biped.setTransform $'Bip02 R Clavicle' #rotation ($'Bip01 R Clavicle'.transform.rotation) True
biped.setTransform $'Bip02 R UpperArm' #pos ($'Bip01 R UpperArm'.transform.pos) True
biped.setTransform $'Bip02 R UpperArm' #rotation ($'Bip01 R UpperArm'.transform.rotation) True
biped.setTransform $'Bip02 R Forearm' #pos ($'Bip01 R Forearm'.transform.pos) True
biped.setTransform $'Bip02 R Forearm' #rotation ($'Bip01 R Forearm'.transform.rotation) True
biped.setTransform $'Bip02 R Hand' #pos ($'Bip01 R Hand'.transform.pos) True
biped.setTransform $'Bip02 R Hand' #rotation ($'Bip01 R Hand'.transform.rotation) True
biped.setTransform $'Bip02 R Finger0' #pos ($'Bip01 R Finger0'.transform.pos) True
biped.setTransform $'Bip02 R Finger0' #rotation ($'Bip01 R Finger0'.transform.rotation) True
biped.setTransform $'Bip02 R Finger01' #pos ($'Bip01 R Finger01'.transform.pos) True
biped.setTransform $'Bip02 R Finger01' #rotation ($'Bip01 R Finger01'.transform.rotation) True
biped.setTransform $'Bip02 R Finger02' #pos ($'Bip01 R Finger02'.transform.pos) True
biped.setTransform $'Bip02 R Finger02' #rotation ($'Bip01 R Finger02'.transform.rotation) True
biped.setTransform $'Bip02 R Finger1' #pos ($'Bip01 R Finger1'.transform.pos) True
biped.setTransform $'Bip02 R Finger1' #rotation ($'Bip01 R Finger1'.transform.rotation) True
biped.setTransform $'Bip02 R Finger11' #pos ($'Bip01 R Finger11'.transform.pos) True
biped.setTransform $'Bip02 R Finger11' #rotation ($'Bip01 R Finger11'.transform.rotation) True
biped.setTransform $'Bip02 R Finger12' #pos ($'Bip01 R Finger12'.transform.pos) True
biped.setTransform $'Bip02 R Finger12' #rotation ($'Bip01 R Finger12'.transform.rotation) True
biped.setTransform $'Bip02 R Finger2' #pos ($'Bip01 R Finger2'.transform.pos) True
biped.setTransform $'Bip02 R Finger2' #rotation ($'Bip01 R Finger2'.transform.rotation) True
biped.setTransform $'Bip02 R Finger21' #pos ($'Bip01 R Finger21'.transform.pos) True
biped.setTransform $'Bip02 R Finger21' #rotation ($'Bip01 R Finger21'.transform.rotation) True
biped.setTransform $'Bip02 R Finger22' #pos ($'Bip01 R Finger22'.transform.pos) True
biped.setTransform $'Bip02 R Finger22' #rotation ($'Bip01 R Finger22'.transform.rotation) True
biped.setTransform $'Bip02 R Finger3' #pos ($'Bip01 R Finger3'.transform.pos) True
biped.setTransform $'Bip02 R Finger3' #rotation ($'Bip01 R Finger3'.transform.rotation) True
biped.setTransform $'Bip02 R Finger31' #pos ($'Bip01 R Finger31'.transform.pos) True
biped.setTransform $'Bip02 R Finger31' #rotation ($'Bip01 R Finger31'.transform.rotation) True
biped.setTransform $'Bip02 R Finger32' #pos ($'Bip01 R Finger32'.transform.pos) True
biped.setTransform $'Bip02 R Finger32' #rotation ($'Bip01 R Finger32'.transform.rotation) True
biped.setTransform $'Bip02 R Finger4' #pos ($'Bip01 R Finger4'.transform.pos) True
biped.setTransform $'Bip02 R Finger4' #rotation ($'Bip01 R Finger4'.transform.rotation) True
biped.setTransform $'Bip02 R Finger41' #pos ($'Bip01 R Finger41'.transform.pos) True
biped.setTransform $'Bip02 R Finger41' #rotation ($'Bip01 R Finger41'.transform.rotation) True
biped.setTransform $'Bip02 R Finger42' #pos ($'Bip01 R Finger42'.transform.pos) True
biped.setTransform $'Bip02 R Finger42' #rotation ($'Bip01 R Finger42'.transform.rotation) True
biped.setTransform $'Bip02 L Thigh' #pos ($'Bip01 L Thigh'.transform.pos) True
biped.setTransform $'Bip02 L Thigh' #rotation ($'Bip01 L Thigh'.transform.rotation) True
biped.setTransform $'Bip02 L Calf' #pos ($'Bip01 L Calf'.transform.pos) True
biped.setTransform $'Bip02 L Calf' #rotation ($'Bip01 L Calf'.transform.rotation) True
biped.setTransform $'Bip02 L Foot' #pos ($'Bip01 L Foot'.transform.pos) True
biped.setTransform $'Bip02 L Foot' #rotation ($'Bip01 L Foot'.transform.rotation) True
biped.setTransform $'Bip02 L Toe0' #pos ($'Bip01 L Toe0'.transform.pos) True
biped.setTransform $'Bip02 L Toe0' #rotation ($'Bip01 L Toe0'.transform.rotation) True
biped.setTransform $'Bip02 R Thigh' #pos ($'Bip01 R Thigh'.transform.pos) True
biped.setTransform $'Bip02 R Thigh' #rotation ($'Bip01 R Thigh'.transform.rotation) True
biped.setTransform $'Bip02 R Calf' #pos ($'Bip01 R Calf'.transform.pos) True
biped.setTransform $'Bip02 R Calf' #rotation ($'Bip01 R Calf'.transform.rotation) True
biped.setTransform $'Bip02 R Foot' #pos ($'Bip01 R Foot'.transform.pos) True
biped.setTransform $'Bip02 R Foot' #rotation ($'Bip01 R Foot'.transform.rotation) True
biped.setTransform $'Bip02 R Toe0' #pos ($'Bip01 R Toe0'.transform.pos) True
biped.setTransform $'Bip02 R Toe0' #rotation ($'Bip01 R Toe0'.transform.rotation) True
t += 1
)
Animate Off
EnableSceneRedraw()
)
On helpButton pressed Do
(
messagebox "Press Me" title:"Help" beep:false
)
)
CreateDialog B2BRollout width:162 height:150

I do have the base anim along with some of the other anim files already set up as .max files complete with note track as a sort of resource. I wonder if there would be any trouble making these available?

Best regards,
RX31
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Tue May 17, 2011 8:31 am

I do have the base anim along with some of the other anim files already set up as .max files complete with note track as a sort of resource. I wonder if there would be any trouble making these available?

Hi RX31! That would make me a very happy :bunny: indeed!
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Tue May 17, 2011 2:12 am

Cheers, that script works a treat.

Considering some of the mesh retextures and slight edits I see uploaded without any trouble, I don't suppose there would be any problem in uploading those animations.
You could always shoot a quick pm over to gstaff if you want to be sure about it though.

And Jack Pot, I didn't know you used 3ds max. :o
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Tue May 17, 2011 1:56 pm

@Dirnae: yup. I bought it from eBay: it's Max9, so it's not the latest thing, but still it's more than enough to keep me busy. Moreover, with sp2 installed, it shows *.dds textures immediately, *.nif import & export run fine and RX31's scripts run fine, too. So far, it seems to me the ideal working environment for Morrowind - until the blender scripts are updated for Blender 2.5x at least.

I have done some updated bb-meshes before, as mentioned http://forums.skyrim.co.uk/viewtopic.php?f=13&t=43&start=0. But that's more some "private fun" for cold and rainy days :wink:

I am currently dabbling at some of Vurt's Tree models as I would like to make some unique trees for Skyrim: Home of the Nords. Currently, this is on low priority as I need to finish the "Chronicles of Ysgramor" first. I'll post in the "Flora" (link above) section of the Skyrim forum when I got something to show for it, so I'll keep you updated.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Tue May 17, 2011 7:48 am

Cool, can't wait to see what you come up with in the future.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm


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