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Keyframe Swap Shop

Started by atomic_lizard, August 06, 2008, 09:34:22 AM

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atomic_lizard

I thought I would start this thread to see if there was anyone else out there that was interested in discussing keyframe editing techniques, swaping ideas, which keyframes suit which character the best, exploring new ways to use keyframes to simulate unavailable powers in the game and so on.
I'll start with a favorite character of mine, Magneto.
By using the incredible M25 keyframe tranfer utility located at http://members.shaw.ca/m25/m25kftransv101.zip I was able to swap the animations revolving around pick_up_object, walk_with_object, and throw_object, then by increasing his strength and giving him heavy lifter I was able to simulate the effect of his magnetic powers. He can now pick up objects, walk with objects, and throw objects with just a wave of his hand instead of the sqaut and lift. I am still in the process of making it happen from a range greater than the immediate vincity of the object, but it is a working progress.

crimsonquill

Quote from: atomic_lizard on August 06, 2008, 09:34:22 AM
By using the incredible M25 keyframe tranfer utility located at http://members.shaw.ca/m25/m25kftransv101.zip I was able to swap the animations revolving around pick_up_object, walk_with_object, and throw_object, then by increasing his strength and giving him heavy lifter I was able to simulate the effect of his magnetic powers. He can now pick up objects, walk with objects, and throw objects with just a wave of his hand instead of the sqaut and lift. I am still in the process of making it happen from a range greater than the immediate vincity of the object, but it is a working progress.

The keyframe swaps are a good idea for having Magneto doing his magnetic lifting/throwing at close range.. but FFX has a magnetic/telekinetic throw attribute which spawns an invisible tiggot (mesh) which lifts/throws things where the character targets them. So you really don't need to worry about a ranged version at all.

- CrimsonQuill

atomic_lizard

Thanks for the information. I didn't know that.

detourne_me

i love the idea for this thread!
although i haven't been too active lately, i'd like to throw in a few other ideas.
i love using ips' keyframes,  i mix and match a bunch for different characters.
i really like using his dazzler keyframes for any women that carry guns, the idle position is perfect for it.

also i've been renaming a lot of animations to 'tumble'  it looks great as the tumble special power, and the ai uses it quite a bit as a fast escape.

i think i also use renegade's killer croc keyframes as a base for most of my male_heavy based characters, many of gren's male_heavy keys are compatible with them, and it makes for nice variety.

Marvel Girl

I just love that tool, it's makes swaping compatible keyframes animinations so simple that even a blonde (like me, lol) can use it. So far I have only used it to change the run and fly animations on a few meshes though, The idea of changing animations to simulate powers or at least changing the animations to fit the way a particular character uses his powers does sound appealing to me. 

TaskMasterX

Great thread! :thumbup:
Editting the keyframes is exactly what I do for creating the flying melee attacks. I basically make copies of those flying melee animations using M25's tool and change them in Nifskope from using "contact" to "leave_hand". Then you make copies of those for the "hover_" animation, so the character using them while flying or on the ground.

I also used the same method for Giants. Some giant keyframes have melee animations swatting at targets on the ground and also melee animation swinging in the air. I copy these animations and give them "leave_hand".

You set up the power as a projectile with a short range and very low accuracy. This way the giant or melee flier only hits the target when their fists are right next to them and will miss if the target flies away before the fists get there. ;)

Outcast

Is there a set of keyframes compatible with the generic_heroine_cape mesh?  :huh:
I would like to fix the flight animations for it.

TaskMasterX

Try the flying melee keyframes for the beyonder's female_basic available on my site and see if they work with that mesh.

Outcast

Quote from: TaskMasterX on August 25, 2008, 10:05:58 AM
Try the flying melee keyframes for the beyonder's female_basic available on my site and see if they work with that mesh.

Hmmm......This time the cape got left behind while the meshed moved. The mesh still flips upside down when you try the flight animations.

Thanks for the suggestion though TaskMasterX. :)

TaskMasterX

Ah. Yes, that's the ooold female_cape mesh you're using. I think Grenadier made an updated version of that mesh without the cape being seperate from the character. I'm not sure which of Grenadier's Yahoo! groups has the mesh but PM if you can't find it and I'll send it to you.