azazellz Posted January 11, 2019 Share Posted January 11, 2019 I want to make a new animation (some kind of "special attack") from vanilla paired killmove by cutting all data of "target" actor from this animation.Is this possible? Can anyone tell me what I need to do for this? Link to comment Share on other sites More sharing options...
azazellz Posted January 17, 2019 Author Share Posted January 17, 2019 Sill actual Link to comment Share on other sites More sharing options...
Evangela Posted January 19, 2019 Share Posted January 19, 2019 I think you can do it with FNIS. Link to comment Share on other sites More sharing options...
fore Posted January 19, 2019 Share Posted January 19, 2019 Not FNIS. FNIS will include killmoves (and others) into the game, but you cannot create animations with it. Custom killmoves generally are very rarely done. I know of 2 tutorials here on Nexus doing it with 3ds. And there is a youtoob doing it with Blender: But I have never heard of anyone making an existing killmove into a single character animation. Doesn't make sense to me anyway. Link to comment Share on other sites More sharing options...
azazellz Posted January 19, 2019 Author Share Posted January 19, 2019 Doesn't make sense to me anyway.I just need animations for special attacks, and those that are in the vanilla killmoves are acceptable for my purposes. Link to comment Share on other sites More sharing options...
fore Posted January 20, 2019 Share Posted January 20, 2019 I can't imagine that you could be pleased with the outcome. Paired animations as well as killmoves are made that way since they rely on the close interaction between both bodies, including contact between them without any collision issues. It would really look silly when the two actors are either standing apart, not reacting on the other sides action. Or on the opposite bump into one another or stagger. But anyway, that's only theoretical. You would need to do in either 3ds or Blender. But hkxcmd (necessery to create a kf file to work with Blender) cannot convert paired animations. And I'm sure the hkx import tool to work with 3ds isn't able to do this either. Link to comment Share on other sites More sharing options...
azazellz Posted January 20, 2019 Author Share Posted January 20, 2019 (edited) I can't imagine that you could be pleased with the outcome. Paired animations as well as killmoves are made that way since they rely on the close interaction between both bodies, including contact between them without any collision issues. It would really look silly when the two actors are either standing apart, not reacting on the other sides action. Or on the opposite bump into one another or stagger.Even without cutting unnecessary data it works at an acceptable level... But with some bugs.And in order to get rid of these bugs, I want to delete all the data of the second actor from the animations, use FNIS for making new "animation events", and call them through the script. Edited January 20, 2019 by azazellz Link to comment Share on other sites More sharing options...
Evangela Posted January 24, 2019 Share Posted January 24, 2019 Not FNIS. FNIS will include killmoves (and others) into the game, but you cannot create animations with it. Custom killmoves generally are very rarely done. I know of 2 tutorials here on Nexus doing it with 3ds. And there is a youtoob doing it with Blender: But I have never heard of anyone making an existing killmove into a single character animation. Doesn't make sense to me anyway.Still, it's always an interesting read when you speak on the subject. Link to comment Share on other sites More sharing options...
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