How to add number of contacts to a melee animation?

Started by Outcast, September 09, 2012, 08:37:11 AM

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Outcast

I've got a mesh with some melee animations showing multiple (2 or 3) contact hits but actually having only 1 contact. Could someone tell me how to fix this, so that the hero doesn't always miss his/her first swing or both first and second swings at an enemy? :huh:

BentonGrey

Hey Outcast, that was something that always bothered me.  This should tell you how to do it:
http://niftools.sourceforge.net/wiki/Freedom_Force/KeyframesBasic
I hope that helps! :)
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Outcast

#2
Thanks for that link Benton. I'm gonna try it now.  :)

Edit: Alright! It worked! Thanks again Benton. I just had to be careful when saving the file as...cause it defaults to saving the file as a nif. When i needed to save it as .kf file. :wacko:

Cyber Burn

Would this work for ranged animations as well? I have a set of keys where all the ranged gun animations take multiple shots, where I want them to only take one shot.

spydermann93

Quote from: Cyber Burn on November 16, 2012, 05:10:48 PM
Would this work for ranged animations as well? I have a set of keys where all the ranged gun animations take multiple shots, where I want them to only take one shot.

Yes, it works. I've done that for multiple meshes and it has worked for me.

Cyber Burn

Thanks spyder, I think I got it to work the way I want.

heroidosilencio

I read the tutorial and it says that we should  open the keyframe, click on the melee node we want to add contacts.

And then, we would be able to see two chains of nodes, and we shouod find NiTextKeyExtraData there.

But in my file, specially the node I am talking about, it has only the NiTextKeyED000

What am I doing wrong?