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Author Topic: New Keyframe Swap Program Request  (Read 228 times)

Offline SickAlice

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New Keyframe Swap Program Request
« on: January 29, 2020, 12:34:49 AM »
A shot in the dark but who knows? I suck at programming so if anyone ever has any interest. Same functions of previous programs apply however the main feature needed is that the program analyzes the keys and adds the strings found in the difference to the rest. Added it would be nice if it at least set the time index correctly for each, perhaps a checkbox? Lastly a feature that decides whether they will be visible also perhaps a checkbox. The latter is all just gratis mind you, mainly the first function is what's needed as manually adding each one is time consuming otherwise and stacks for every additional string.

Offline detourne_me

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Re: New Keyframe Swap Program Request
« Reply #1 on: February 29, 2020, 01:17:31 PM »
cool idea.  Let me see if I understand it correctly...
I want an animation from A set in B set, but B set has a cape, or hidden guns or something.
With the program, maybe duplicate an animation from B set, that has the cape nodes in the keyframe data, then copy the A set keyframe data into that duplicate animation from B set?

Or...

A set has extra nodes in the animation that the mesh for B set doesn't have. The program will read B set's keyframe data to make a list of all the nodes that are used in B set, and when you copy over an animation from A set, only nodes present in B set will be copied over.


I don't think the first scenario is needed, as mesh pieces will just stay static if no animation data is in the keyframe file. Although it would be beneficial for hidden weapons to stay hidden.
In the second scenario, the biggest issue I see would be with the extra data. There are a few ways I've dealt with it in the past. The more time-consuming way is bringing all of the relevant information up, and then deleting the extra keyframe data. The easier way is just renaming the extra nodes to something that is already present in the keyframe set and referencing those animations.  That's why if you look at some keyframe sets I've done in Nifskope you'll see Head node animation data 3 or 4 times, I used it to cover up nodes that didn't exist on the mesh without changing the file size of the animation.

Offline detourne_me

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Re: New Keyframe Swap Program Request
« Reply #2 on: March 02, 2020, 02:27:56 PM »
Ok, i see what you mean. You would also have to add those nw nodes to the character.nif in order for the keyframes to work, though.
In that case you would need a program that looks at both the character and keyframe.nifs of both the donor and ecipient meshes. If that were the case, it would be nice if it was like Character Tool, but with two characters visible at the same time.  You could preview animations on each mesh, and shuffle over new keyframes (including empty nodes on the character.nifs)

Offline detourne_me

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Re: New Keyframe Swap Program Request
« Reply #3 on: March 03, 2020, 02:17:50 PM »
no need to explain yourself to me :)
I understand more of what you are talking about now... not a new user-friendly tool, but more like a batch script that would allow you to fill in strings quicker.