Freedom Reborn Archive

Freedom Force Forums => Hex Editing => Topic started by: GGiant on January 10, 2008, 05:54:42 AM

Title: Keyframe Editing Trick? Another 1?
Post by: GGiant on January 10, 2008, 05:54:42 AM
Can you read the last post, please? :D
Title: Re: Keyframe Editing Trick?
Post by: Conduit on January 10, 2008, 10:27:52 AM
Sure it would.  In fact, it would be a lot easier.

Just open the kf file in NifSkope, then rename the melee animation to ranged_5 or whatever (this isn't really necessary, but it helps organize the animations).  Now expand the animation, make sure you have the block details view open, and select the text data block.  In the block details view, expand the text key list and rename all of the contact keys to "leave_hand," "leave_hand_2," and so on.
Title: Re: Keyframe Editing Trick?
Post by: stumpy on January 10, 2008, 10:34:13 AM
And, using NifSkope gets you past the length error in the leave_hand_2 hex...
Title: Re: Keyframe Editing Trick?
Post by: GGiant on January 10, 2008, 10:52:57 PM
Quote from: Conduit on January 10, 2008, 10:27:52 AM
Sure it would.  In fact, it would be a lot easier.

Just open the kf file in NifSkope, then rename the melee animation to ranged_5 or whatever (this isn't really necessary, but it helps organize the animations).  Now expand the animation, make sure you have the block details view open, and select the text data block.  In the block details view, expand the text key list and rename all of the contact keys to "leave_hand," "leave_hand_2," and so on.
Wow thank you, Conduit. :thumbup:
Title: Re: Keyframe Editing Trick?
Post by: GGiant on January 10, 2008, 11:14:52 PM
Okay, I have a question, Can you make the start key a contact?
Title: Re: Keyframe Editing Trick? Another one?
Post by: stumpy on January 10, 2008, 11:54:57 PM
I don't think so, but why would you need to? You can add contacts via hexing/NifSkope.
Title: Re: Keyframe Editing Trick? Another one?
Post by: GGiant on January 11, 2008, 12:04:29 AM
Yes but, start is the move that I wanted I think?
Title: Re: Keyframe Editing Trick? Another one?
Post by: stumpy on January 11, 2008, 12:34:48 AM
I assume you mean that the part of the animation that is playing during the time shown for the start text key is the part of the animation during which you want the contact to take place. Is that what you are going for? Because (I don't know for sure and it may depend on the animation in question), I think you can change the time for the first contact to be either at or almost at the start time. That should do what you want, if I am guessing your purpose correctly. Of course, when the first contact (or first leave_hand) has a very low time, the power that uses it becomes much more expensive...
Title: Re: Keyframe Editing Trick? Another one?
Post by: BloodRed on January 11, 2008, 07:51:15 AM
I was just about to ask about the same thing.
Title: Re: Keyframe Editing Trick? Another one?
Post by: BloodRed on January 11, 2008, 07:58:05 AM
Is there anyway you can go into even more detail for someone who has no idea what there doing?
Title: Re: Keyframe Editing Trick? Another one?
Post by: BloodRed on January 11, 2008, 08:10:17 AM
Okay, nevermind. Lack of sleep got to me, sorry.
Title: Re: Keyframe Editing Trick? Another one?
Post by: GGiant on January 11, 2008, 07:33:59 PM
Thank you stumpy!
Okay now another question can you make the end anim, a contact?
Title: Re: Keyframe Editing Trick? Another 1?
Post by: stumpy on January 12, 2008, 02:25:33 PM
It's the same thing. You can change the time for the last of the existing contacts to be close to the end time or add a new last contact with its time near the end time.
Title: Re: Keyframe Editing Trick? Another 1?
Post by: GGiant on January 12, 2008, 05:34:29 PM
Thank you stumpy! :D