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Make Faster Keyframes?

Started by Miraitto, September 12, 2022, 06:50:50 AM

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Miraitto

Is there a way to make Keyframes faster?

For example melee. Just your normal punch. It's a slow one punch swing. Is it possible to increase it's speed even more using Nifskope?

I wanted to do a speedy NoCapeMan similar to Bullet's fast movements.

SickAlice

#1
Adjust the scales and match all the scales in the same keyframe to match (as well any Translations and Quaternions where called for). So example I'm looking at NoCapeMan's run animation right now. The header has the time at 0.8800, a standard time for keyframes. Opening the header the contacts are as such:

0.0000
0.2800
0.7200
0.8800

It's important to keep track of contact points and that's why we look at this first. So just for example we reduce the end time to say 0.6800. We take out our calculator and now subject that -0.2000 from everything:

0.0000
0.0800
0.5200
0.6800

That compresses the time and gives an appearance of an animation that moves faster. Then go through every keyframe and adjust for -0.2000. This is the long hand method and it's tedious.

---
The easy alternative is  Click on the individual keyframes (they have a flag icon) and look at the Block Details. You will see the following (using the same run as an example again, first key assigned to Bip 01):

Next Controller: None
Flags: 40
Frequency: 1.0000
Phase: 0.0000
Start Time: 0.0000
Stop Time: 0.8800
Target: None
Data: 139

Frequency is what you want to change. Changing the value will cause the animation to go faster or slower. Play with it until you find a value that you think looks right. As before when you decide on a value enter that same value into every single key in the animation of choice (which seems to be the case then) or all so you won't end up with glitches.


Miraitto

I tried method 2 and it doesn't work.

I'm not sure what to do with method 1.

SickAlice

#3
Interesting. I tried to change the frequency of NoCapeMan's melee and I didn't seem to get anything either. I don't know if it's with that set or something or there is another value that Freedom Force calls upon? That is the method otherwise used in Nif, it's how I create my rotor and fanblades and so on. Noted to research this one then. Maybe someone like Gren will come along who has a more intimate knowledge of this. I have no issue using the controllers on other nifs (could be baked in, I don't really know here).

Else I'm unsure specifically where you are running into a problem with the compression method. Say the standard animations that come with male basic effects run animation is 0.8800. The run animation for Gren's speedster keyframes is 0.4800. So that's a difference of 0.4000. Wanting to speed up the animation for male basic effects one would subtract 0.4000 from the run animation. It's again an exhausting process though because you have to change every keyframes animation values relatively including the NiTextKey so you don't ruin the contacts of course.

I cheat and just swap animations and adjust them, like in this case I would swipe from Bullet to NoCapeMan. They aren't that different of animations to where you would be getting a different result. Likewise male_basic_effects and those speedster keyframes are based in the same animations that NoCapeMan uses so I'm not seeing what you're trying to do other than replicate animations that have already been made and are available in this case? If that's vague what I mean is NoCapeMan is pretty much the same nif as male basic and so the animation except expanded. Why not use the speedster keyframes that have already exist?

Again I don't know what else to tell you since you aren't being specific about what your missing so I can't localize the issue. Also with my site down I can't provide visual examples as well our standard manual at StormFront appears to have gone offline as well. This is the best I have for you instead but it's not going to tell you much that I haven't:

https://simsettlements.com/web/wiki/index.php?title=Toolkit_Extra_-_Animated_Objects