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Need help with exporting de-splined idle.kf


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I need help from a friendly 3ds Max user.

 

I try to add breathing motions to all standard idles. However, with idle.kf I have problems that I cannot avoid with Blender.

 

Idle.kf uses Splines, and since Blender cannot handle them, Blender Nif import converts them into NiTransformInterpolator. Would be ok, but import does a bad job by distorting all rotations. In the simple idle pose you would hardly recognize that, but when adding breathing motions it looks silly.

 

So could someone PLEASE export standard (3rd person) idle.kf with NiTrandsformInterpolators instead of splines?

 

Hope this is easily possible. Thanks in advance. :thumbsup:

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What game? :tongue:

 

oblivion yes?

 

I could try I suppose. Just to experiment to see how that turns out, I kinda am curious how the export will go with niftools....

 

I usually use the civ4 plugin for character animation export. And that has support for the full range of animation controllers, so if I use that I'll get splines back out..Max Niftools character animations do not store the correct transforms on the bip01 and nonaccum node either BTW. In other words, Unless you are using the civ4 plugin max doesn't really have better animation support than Blender does.. afaik :unsure:

 

Worth a shot I suppose.

Edited by Ghogiel
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Thanks, Ghogiel. Your help is very, VERY much appreciated.

 

Of course it's for Oblivion. Is there any other game worth modding out there? ;)

 

Now I understand why civ4exporter is still mentioned so often. But I don't need a working .kf file. All I need is reliable NiTransformData data for a few bones (pelvis, splines, clavicles, upperarms). I will use this data to calculate breathing mothion on top, and then copy/paste the result into an original idle.kf with NifSkope.

 

Up until yesterday I thought I could handle even this bad Blender Nifimport conversion spline->NiTransforn. In an agressive animation (stagger) it looked like all rotations were approximately doubled. But in this idle.kf there is at least 1 rotation where this cannot be true. So maybe with your conversion data I can even find some sort of regularity in this bad behavior. :thumbsup:

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http://www.megaupload.com/?d=5C4YFYDT

 

I didn't do anything besides import set the note tracks and export it.

 

I assume it might not work out of the box, KFupdater or faffing with transforms might be necessary.. but it is regular transforms now.

 

I did test it on a character+skeleton in nifskope, and it looked fine at a 2sec glance.

 

how are you going to do the breathing... bone scaling?

Edited by Ghogiel
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Thanks Ghogiel, it's perfect. Although I now don't know how I can use it.

 

Another problem I ran into with animations and Blender in particular. In Blender, your kf (6 sec) is correctly presented as a 181 frame animation, however the original idle.kf shows up with 211 frames. Although end time is 6.000 and frequency is 1.000. And I have no idea where this might come from. :( :( :(

 

What I actually do is merging one breathing motion with all types of standard idles. It's a motion similar to DMCs onehandidle, but a bit more complicated. Logarithmic, pauses, different breathe-in/out. And then I "simply" calculate this LocRot data on top of the original idles. Unfortunately it's not as easy as I thought, so I have to manually "polish" the idles at the end. So again a release takes much longer as expected....

 

I have no idea how bone scaling could help me. But I gladly accept any new idea. Do you think of Growlf's new skeleton?

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don't bone scale... it'll cause issues. :/ but basically it would have been useful to simulate breathing. As in you scale the spine2 bone and that would make the chest look like it'll expand.

 

I don't think I have use for any skeletons unless they are rigged for animating. I would only have to remake it anyway to do any animating.

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