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Vehicle Skoping

Started by BentonGrey, March 20, 2007, 04:57:20 PM

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BentonGrey

(See last post)

Howdy guys, I'm doing some further skoping on the Robin hex that Thor Reborn was working on recently.  I wanted to try and find some more animations that would help the Boy Wonder really soar.  I have successfully added in a few melee moves from Male_basic, but now I'm working on his flying animation.  I was trying to port the fly animation from Batman_Gren over, but when I finally managed to do it, the animation doesn't show up in CTool. 

I suspect that this means it's not compatible, which leads me to my main question.  Has anyone ever done any ropeswinging animations that are compatible with male_basic?  I REALLY want Dick to be able to swing from rooftop to rooftop, and it seems that the base mesh Thor used is male_basic-esque.  Does anyone know of something that will work?  I'm also looking for acrobatic dodge animations.

Thanks guys!

Carravaggio

wouldn't tommyboys spidey meshes have ropeswinging animations? and arent all TB meshes male basic compatible? i think that might be the way to go. i could be wrong...

BentonGrey

Thanks Car, I'll check that out!

BentonGrey

Well, it was a good idea, but unfortunately the Spidey kf's are not male_basic compatible.  I actually fought with nifskope for a few hours before I finally was able to add the anims I wanted to Robin....and then they didn't show up in CTool.  Right about then it occured to me to do what I should have done in the beginning, and I checked the kf's in a male_basic.  Haha, that would have a been a much simpler thing to do in the beginning!  Anyroad, does anyone else know of another set of 'swinging' kf's that are compatible with male_basic?

catwhowalksbyhimself

No, TM's keyframes are not male_basic compatible, it's the other way around.  TM's meshes are male_basic keyframe compatible.

Not sure how compatible it would be, but the Hans mesh from the old GPL has a fly animation which, why not perfect, resembles what you're looking for somewhat.

The mesh is used for Goo, so you can pull it out of LB, if you want to take a look.

BentonGrey

Thanks Cat, a lead is better than nothing ;)

Alphanaut

A bunch of tommyboy's meshes, such as Captain America, have the swinging animation. Why don't you try one of those?

BentonGrey

No go Cat, thanks for the lead, though. 

Hmm, I wonder if it'll have the same results as Tommy's spider-man kf's, but I'll certainly give it a try!

Zivon23

here's a thought......though tedious it might get the results you are looking for.......


Take a TM mesh or TB mesh.....or Beyonder's Spidey mesh, strip it to male basic and "rebuild" the robin mesh.  It will have the animations you are looking for and you can prolly add animations from any of the afformentioned meshes.  The real problem you are suffering from is the cords for the swinging meshes.  At least as far as I can tell.  Of course this is just a "thought".  It may or may not work.  I hope it does.

Good Luck,

Zivon23

BentonGrey

Haha, I was hoping to avoid that, as Thor Reborn had already done all the hard work on this excellent looking hex.  I really don't have time to build it up from scratch like that...at least not right now.  If someone else particularly wants to, I'll be forever in your debt ;)  I doubt that there will be many takers for this, so I'll try and whip something up that will work for a stop-gap.

catwhowalksbyhimself

All you need are the swinging animations, since Tommyboy has the rope FX available separately.

But those aren't that easy to find, I guess.

BentonGrey

Nope, it's a major sticking point.  I've got just about everything else I need :(

joemama

Just want to confirm:

I want a wide variety of melee animations for a villain's default melee attack in FFVTTR.  In FFedit, I gave it animation "melee_8".

If I want every melee animation in the keyframe to run for this attack, I need to change them all to "melee_8, melee_8_a, melee_8_b,...melee_8_xx"?  In other words, the program will choose any of those "melee_8_xxx" keyframes for the attack?

I think that's how it works, but just want to make sure.

Thanks in advance.

JM

BentonGrey

Yeah, that's right Joemama, although that's not really what this thread was about. ;)

joemama

sorry, didn't mean to hijack!

JM

Mystik

a rope swinging version would be easy, I can hex one for you
I personally dont use the ropeswing animations , I just climb walls and hop roof tops ( with an edited superleaper attrib) or summon the batwing and hop in ( with an edited driver attrib)


doctorchallenger

Bearded-in-lair's aw_batman (aw for Adam West) has rope swinging and rope climbing keyframes, I believe. Have you tried using those? If so let me know, because I was thinking about a similar project.

BentonGrey

Well, if you're willing to do that, TR, I think I can handle the other little modifications I wanted.  Thanks man!  Ohh, and please tell me about these edited attributes you use.

Doc, thanks for the advice! :D

BentonGrey

Okay guys, I want to get the bike from Tommy's Batman_bike_TV out on its own to use as an object mesh for the vehicle/driver attribute.  How should I go about doing this?

BentonGrey

I really need help with this guys, if I'm to finish what I want for the beta.

detourne_me

just make the bike visible and hide everything else.  make sure there are also bounding boxes and selection boxes aroud them...   maybe you might want to open up an object nif with a big enough bounding and selection box.  then skope in the bike.

BentonGrey

Thanks DM, I think I get that.  That would work too, wouldn't it?  I could just take, like, the newstand or something, and skope the bike in in its place for the object part?  Alright!