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Author Topic: trying to understand animations  (Read 681 times)

Offline seraglio

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trying to understand animations
« on: June 23, 2017, 09:45:21 PM »
Hi all. I've been amazed at all the ...well...amazing things that can be done now in FF using blender and other tools. As a non mesher there are some things I'm not quite sure I grasp.

What are the difficulties with bringing new animations/keyframes into FF/FFvTR? Is that still something exclusive to those with 3dStudio 5/6? I'm guessing the nif export tools in Blender that have allowed for all the new meshes to be taken from other games cannot export those same characters keyframes?

Offline seraglio

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Re: trying to understand animations
« Reply #1 on: July 21, 2019, 03:32:22 AM »
Self bump :( :rolleyes: :)

I'll try to ask another way. With all the new tools we have today, are there new ways to add keyframes. Or do you still need a 15year old copy of 3dstudio to do that?

Offline spydermann93

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Re: trying to understand animations
« Reply #2 on: July 21, 2019, 04:38:12 AM »
I don't think you need an old copy of 3dStudio to add animations. Grenadier used a newer version of 3dsMax, I think? back when he was still around.

As long as you can find a tool that can export as files Keyframes (.kf), it should theoretically work.

Offline BentonGrey

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Re: trying to understand animations
« Reply #3 on: July 22, 2019, 05:55:06 PM »
I wish I could help, but this stuff is out of my wheelhouse.  Tomato might know.
God Bless
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Offline SickAlice

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Re: trying to understand animations
« Reply #4 on: July 22, 2019, 07:11:45 PM »
Same mostly, I've tried to get this down for years. Generally people use Nifskope and the transfer tool and hack new animations.
Else the Max plugins aren't exclusive, the Niftools versions online work for most. I'm stuck at combining individual keyframes myself.

Offline Tomato

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Re: trying to understand animations
« Reply #5 on: July 23, 2019, 03:15:07 AM »
So as far as I know, there's no way to bring keyframe animations into FF from other games in the same way as we can with meshes. The problem is that not only does FF has its own system for animation, both  :ff: and  :ffvstr: are formatted WILDLY different from one another, which makes trying to import/export animations from other games nearly impossible. Niftools has vastly opened the doors on the mesh end, but there's not really a way to import and export animations the same way.

That said, I'm kinda awful at animating. I can edit existing animations and know enough to add in additional bones and animations, but it's all manual adjusting numbers by hand. I have worked in Max 5.1 and I don't even understand how animations work.

Offline seraglio

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Re: trying to understand animations
« Reply #6 on: August 04, 2019, 12:13:21 AM »
Good info guys . thanks for the replies