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Animation Blockheadizer


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#1
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Animation Blockheadizer

This little batch script converts any animation changing mods to use Blockhead, improving compatibility and flexibility.

#2
Striker879

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Gave this a test drive last night and I must say ... SLICK!! Takes a task that would be onerous to do by hand and moves it into the 21st century. Last night I didn't notice the missing Nords from your script (but all but the Nords have been Blockheadized in my NoMaaM test folder).

Only thing I did notice last night that I'd like to report is that some file names were too long when I tested the "Player Yes" option, and so they were skipped.

All in all a very useful tool and great contribution to the modding community. Thanks Knowledge.

#3
Knowledge

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In response to post #19312434.

Thanks, I'm glad it worked... I had an hour's panic this morning when I thought I had installed all animations wrong since my player kept on reverting to the vanilla animations, but fixed it with the "refreshAnimData" console command - just a defect of Blockhead in certain circumstances, I guess.

I'm afraid long file names are probably unavoidable, as the file does indeed require that long number on the end of it to affect the player, and I think there's an upper limit to windows' ability to copy long things about. However, if it's throwing up a lot of long file name skips, that can be a clue that it's copying files it shouldn't, such as ones that already have a Blockhead suffix on them, as I found.

Edited by Knowledge, 18 October 2014 - 03:16 PM.


#4
Striker879

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In response to post #19312434. #19312999 is also a reply to the same post.
 

Yes I realize that the long file names are unavoidable.

It's a file name length limitation in Windows. Here's a quote from the Wikipedia page on Long filename:

 

The maximum length of file name will be reduced if it's in a folder or deep hierarchy of folders under the root folder of any drive. For example, a file named "ABCDEFGHIJ" inside absolute folder location "C:\1234567890\1234567890" (Total of 21 characters excluding "C:\") can be renamed to a maximum of 234 characters.


My original test was done inside the folder structure H:\OblivionFiles\Animation_Blockheadizer\NoMaam_For_Player_3rd_Person_Only\NoMaaM BBB Animation Replacer V3_1\_NoMaaM EXPRESSIVE (BMF 1.1)\Data so the output files where in H:\OblivionFiles\Animation_Blockheadizer\NoMaam_For_Player_3rd_Person_Only\NoMaaM BBB Animation Replacer V3_1\_NoMaaM EXPRESSIVE (BMF 1.1)\Data\Blockheadized\meshes\characters\_male\SpecialAnims. As an example, when you try to create a file name handtohandattackforwardpower_BLKD_PERNPC_Oblivion.esm_00000007.kf inside that folder structure even in Windows Explorer you cant get past handtohandattackforwardpower_BLKD_PERNPC_Oblivion.esm_0000000 (you just get the Window error beep with any additional key presses). Your batch files work perfectly as soon as I did a test in a restructured folder test (H:\T\A\N\Data\Blockheadized\meshes\characters\_male\SpecialAnims).

Problem solved and I learned something in the process. Knowledge is Power (pun intended).


Edited by Striker879, 18 October 2014 - 04:29 PM.


#5
Knowledge

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Update: whoops, looks like I was totally wrong about naming the race-specific files for Blockhead... it's game name, not editorID. So Dark Elf rather than DarkElf. Uploading new files and readme, sorry about that.

#6
Knowledge

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In response to post #19315249.

Edit: fixed.

Edited by Knowledge, 18 October 2014 - 05:54 PM.





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