Question???On Meshing and Keyframing

Started by hmarrs, February 08, 2012, 02:02:16 PM

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hmarrs

Let's say I wanted to switch a mesh from one to another.How can I do that and have the new mesh operate on the previous meshes keyframe.
Is there a way in Blender or Nifskope????
If so how???? :huh:

stumpy

I'm not quite sure what you are proposing here. You can generally copy the character.kf file from one mesh into the folder of another mesh and overwrite whatever keyframes were in that mesh's folder. (Obviously, making a backup of the folder beforehand would be a wise idea.) There are a lot of potential conflicts that might occur, but that will often work straightaway. And, often meshers and animators have made their creations to work with others in their set, e.g. many (all?) Vertex meshes will work with any of his keyframes.

If you are thinking of something more involved, which seems likely, you may have better luck posting the question in the meshes or hex editing forums. If you are specific about what you are looking to do and give an example (maybe using meshes and keyframes most people have, like the Irrational ones that came with the game), maybe someone with some expertise will recognize what you are up to and offer some tips.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

Cyber Burn

Tutorial by Podmark:

1. First open the spider-man mesh in nifskope.

2. Go to file -> new window.

3. In that window open the mesh with the body you want, in this case MALE_FULLMASK_TM.

4. In the viewer click on the body. On the side pane where it lists all the parts of the mesh the body's NiTriShape will be highlighted.

5. Click one above the NiTriShape, usually it will be called male_basic.

6. Right click it, go to Block -> Copy Branch.

7. Return to the original window with the Spider-Man mesh. Click on it's body. Look two nodes up from the body's NiTriShape. By this I mean the enclosing nodes, so each of the two will be indented left from the NiTriShape.

Normally this will be NiNode 0 the Scene Root.

8. Right-Click that node, go to Block -> Paste Branch. The new body should appear and you can hide or delete the original.

Randomdays

To add to what the others said, it should animate if the two are compatable. If not, you'll probably have to rerig the mesh.

hmarrs


Cyber Burn

Just out of curiosity, what exactly are you trying to do? It might make our input more in-line with what you need.


hmarrs

Quote from: Randomdays on February 20, 2012, 11:52:10 PM
http://freedomreborn.net/forums/index.php?topic=55261.0
Wow Random thanks this solved my problem and give me insight to new things.
Thanks to all you other guys as well.
Everyone should visit that site. :D