Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: crimsonquill on July 01, 2015, 11:57:13 PM

Title: Keyframe Help
Post by: crimsonquill on July 01, 2015, 11:57:13 PM
Would anyone with keyframe tweaking skills be willing to help a guy out?

I'm working on custom keyframes for a Tony Stark skope using the base of Super_Spy_VX_Gren (which apparently uses standard VX keyframes) but need some Keyframes transferred from Vertex's Vision (VX_Vision) which has a moving cape. Every time I have transferred any keyframes from Vision to the Super_Spy ones they do not show up at all during the Character Tool. I'm assuming it's because they are incompatible with the mesh.

Let me know if you can provide some wisdom to this rookie skoper.

- CQ


Title: Re: Keyframe Help
Post by: hoss20 on July 02, 2015, 01:09:56 AM
I'll PM you my email. Go ahead and send me what you are working with along with which animations you want brought over from Vision to your skope. What I'll do is edit one animation so that it works with the skope and then provide the steps in what I did, so that you can try them yourself. Since it sounds like you want to learn how to do things, I figure this would work well.

Is your skope for  :ff: or  :ffvstr: ? It makes a huge difference which version of the game one is trying to edit keyframes for. Moving one's way around 3rd Reich keyframes in Nifskope is infinitely easier. I can get into the differences at another time, if you like.
Title: Re: Keyframe Help
Post by: crimsonquill on July 02, 2015, 01:27:06 AM
Quote from: hoss20 on July 02, 2015, 01:09:56 AM
I'll PM you my email. Go ahead and send me what you are working with along with which animations you want brought over from Vision to your skope. What I'll do is edit one animation so that it works with the skope and then provide the steps in what I did, so that you can try them yourself. Since it sounds like you want to learn how to do things, I figure this would work well.

Is your skope for  :ff: or  :ffvstr: ? It makes a huge difference which version of the game one is trying to edit keyframes for. Moving one's way around 3rd Reich keyframes in Nifskope is infinitely easier. I can get into the differences at another time, if you like.

Ooops, I forgot that detail.. It's for  :ffvstr:

- CQ
Title: Re: Keyframe Help
Post by: hoss20 on July 04, 2015, 08:08:13 AM
Luckily, this is one of the easier edits needed to fit the animations from transferred keyframes so that they work. You were correct in assuming that it was the cape from the Vision keyframes that was causing the transferred animations to not work with the current keyframes. Here are the steps:

The reason the animations did not work after the initial swap is because they were looking to move the cape nodes, but the mesh did not contain cape nodes under the Handle NiNode, so the animations did not appear in order to be selected in CTool. I've sent the skope back with the added animations you wanted. I edited the Hover animation that you wanted, so that you can view it for reference while you try your hand with the other animations. Let me know if you have any questions.
Title: Re: Keyframe Help
Post by: detourne_me on July 04, 2015, 02:37:41 PM
Wouldn't this just be an easy fix by adding the cape node to the super_spy mesh?
I guess in the interest of saving space you could edit the keyframes.
Title: Re: Keyframe Help
Post by: hoss20 on July 04, 2015, 08:42:20 PM
In this particular case, it works. In the past, though, I have found that doing this will then make the animations on the original keyframes disappear because the added nodes aren't found. I will defer to you on this, DM, as you have done a lot more keyframe editing than I have.
Title: Re: Keyframe Help
Post by: detourne_me on July 05, 2015, 01:18:02 AM
Oh I'm just speculating. Haven't got a PC with me now to find out, but since both vision and super_spy are based on vertex's work I figure the only difference would be the inclusion of the Cape node.
I'm not the most efficient for saving space with skopes though, and usually look for the simplest answers.

That being said, adding a Cape node to any basic mesh drastically improves the amount of keyframe options.