Freedom Reborn Archive

Freedom Force Forums => Meshes => Topic started by: Cybertronian on April 24, 2007, 07:59:37 PM

Title: Keyframe Editing Questions
Post by: Cybertronian on April 24, 2007, 07:59:37 PM
I've been recently adding new keyframes to a male_basic set using NifSkope (aka the longest process known to man).
Using another program (such as 3DS Max), can I possibly get someone to delete the excess kibble? There are a whole lot of excess keyframes in the AzHelm male_basic_kf3 set, that I simply didn't want (after adding others from Grenadier's mb_fighter and the AzHelm speedy_kf1 set) and I suspect these are slowing down the works.

     -- Cybertronian. :fflogo
Title: Re: Keyframe Editing Questions
Post by: UnkoMan on April 24, 2007, 08:39:24 PM
Can't you just remove that paticular branch, and then you won't have it anymore?

I'm pretty certain I've done this before. But maybe I'm just making it up.
Title: Re: Keyframe Editing Questions
Post by: Volsung on April 25, 2007, 02:19:15 AM
QuoteI've been recently adding new keyframes to a male_basic set using NifSkope (aka the longest process known to man).
:unsure: Nifskope can join different keyframes in a single file?
Title: Re: Keyframe Editing Questions
Post by: Revenant on April 25, 2007, 11:06:18 AM
yes, as long as they are compatible, i.e. from one male_basic set to another compatible with male_basic keys...
Title: Re: Keyframe Editing Questions
Post by: Xenolith on April 25, 2007, 04:07:37 PM
Unko is correct.  Just click on the animation you don't want, right click, and select remove branch.  presto
Title: Re: Keyframe Editing Questions
Post by: Monkeyman on April 25, 2007, 08:22:26 PM
Does this mean for example, that i can take some of Renegade's excellent animations and add it to another male basic mesh? Or are the mesh types to different for this to work?
Title: Re: Keyframe Editing Questions
Post by: detourne_me on April 25, 2007, 08:55:40 PM
you can also add male_cape keyframes to a male_basic set, as long as the male_basic model has the cape top node too.
im working on mixing different weapon weilding keyframes too... making sure all of the correct nodes are in order and whatnot
Title: Re: Keyframe Editing Questions
Post by: Cybertronian on April 28, 2007, 01:09:47 AM
Quote from: Xenolith on April 25, 2007, 04:07:37 PM
Unko is correct.  Just click on the animation you don't want, right click, and select remove branch.  presto
Thanks, guys. I'll give it a try this weekend. I think I was a bit discouraged because my last attempt took just as long as copying (these keyframes take 60-90 mins. to copy a new one), and only seemed to remove the Root line of the Branch.

BTW, I learned that Starscream_Transform (Valandar's 1st Decepticon plane mesh, enhanced) can accept animations from male_basic meshes (the exception being anything related to take_flight, fly, hover, and land_from_flight). Since there aren't many more keyframes than default male_basic's, it takes less than 30 minutes to add each new one.
     -- Cybertronian. :fflogo
Title: Re: Keyframe Editing Questions
Post by: Cybertronian on April 28, 2007, 09:59:32 PM
I just tried it out. It does work! It's still slow, but it works.
(I was reading the numbers on the left side, and was even more confused when the branch above the deleted one pops open after the deleting is done.)