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Modding new animations - the actual situation?


ghosu

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Hello

 

I'm working on a musket mod atm, i'm quite happy with 3rd person atm but what 1st person REALLY needs are new animations.

Before my 5 month modding interrupton it was quite impossible to add new REAL animations, so what's the current situation?

 

My experience of moedeling/texturing and general modding is quite good but i have no big clue 'bout animations so it will take quite a while to learn the basics - IF it is possible, i'm not talking 'bout exporting animations to 3dsmax and rig a dragon for fun or stuff like that :D

 

This is what i want to accomplish, and afterwards maybe a new reload animation but that's another story:

 

http://666kb.com/i/c6yypl45ot7pqjnzf.gif

 

The crossbow's skeleton

 

http://666kb.com/i/c74s9ahcsjgsrfzn7.gif

 

If it is not possible to create a whole new skeleton - maybe a way to adjust the bones, change the animation to rotation and weight the parts to it?

I would appreciate any recommendations for tutorials, helpful threads or whatever, will only continue on this mod if that is possible.

 

thx & greetings

Edited by ghosu
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So i studied several tutorials but they are only 'bout character rigging (idle animation)...

Atm i try to alter existing animations, what i do:

 

1. Extract CROSSBOW.nif and CROSSBOW_RELEASE.HKX

2. Convert CROSSBOW_RELEASE.HKX to CROSSBOW_RELEASE.KF

3. Import crossbow.nif to 3DsMax, import release.kf as well.

4. Modify the keyframes, save the animation as .xaf and reimport it

5. Export the whole thing as .KF w/o nif

6. Now i would normally convert the new .KF into .HKX to replace the original animation but...

7. ... my .KF is empty when i open it in NifSkope so i can't convert it either.

 

I tested it with an original animation as well (didn't modify the keyframes) and when i exported it was empty as well, i checked my export settings but it is exactly the same as shown in 2 different tutorials - though they exported/imported the skeleton to animate a character. I've seen that they had a NOTE track in the dope sheet...there is none in mine but i'm not sure if it is used in weapon animations as well, guess so since it tells the program when the animation starts/stops - will try to add one with START/END and keyframe each single frame.

Edited by ghosu
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I'm not sure what program you are using but there is an animation tutorial on nexus for 3dsmax. Maybe you understand that stuff and can more or less follow along for whatever program you're using. You said you already followed a couple tutorials so you might've already read it. Personally I'm still learning all this stuff, but no one else has chimed in yet, so I thought it's better than silence. Edited by budcat
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Hello...well thx, that was the first one i read. And the 2nd on Skyrim Wiki :D

 

I dropped a message for him buuuut i just made progress, adding a note track and manually inserting start/end fixed the problem with the empty hk.

I though that the start/end would be there automatically when i insert a note track so i guessed something went wrong blabla...

 

Will try now to alter an original animation and replace it, hopefully it works...have no big clue 'bout the whole stuff yet so we will see :D

 

UPDATE: Damn, now nothing happens when i try to convert the KF back to HKX...so i'm doing something wrong or it works different with weapon animations :(

Edited by ghosu
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  • 4 months later...
I'm actually in the same situation at the moment; I've created a 1-handed crossbow from scratch (rigging and all), but am now stuck in regards to exporting the animation to skyrim to attach the weapon properly to the character skeleton. Every resource I can find regarding custom animations says it's impossible, but they're also relatively old, so I don't know if anyone's made a breakthrough recently... The one thing I did find that might be the solution is http://forums.nexusmods.com/index.php?/topic/624251-progress-in-behavior-filesalmost-done/, but that gets into even more daunting aspects of the nooks and crannies of CK. Also, I'm under the assumption that you'd have to create custom animations to use with the weapon, since in your case, the recoil of the gun isn't part of the original character's "crossbow fire" animation.
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with weapon animations, since they are related to combat you would have to work with combat behavior files related to the weapon; I think I am remembering this information correctly but please do not take my word on it. just thought it might give some food for thought.
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