Perhaps I should start by saying that the initial reason I started BFME modding was the desire to add on-foot Nazgul from BFME2 to BFME1. You can imagine how disillusioned I was to discover that many BFME2 animations are incompatible with BFME1, which meant I could wave goodbye to my grand design.
Since then I've believed that the animation incompatibility issue (an example of which I ran into) is one of the biggest obstacles for BFME1 modding, which renders impossible using many BFME2's characters in the original game.
Now this ghastly incompatibility plight is about to be dealt with, as I've found a way to record BFME2 animation channels directly from W3DViewer, and to export the resulting data into 3ds Max.
I do believe that this discovery is something everybody in our modding community should be able to benefit from, so here's the list of downloadable animation sets I've processed so far (new entries will turn up soon!)
- Banner Carrier (moving in the alternative formation);
- Dunland Wildman (cleaned);
- Grima Wormtongue (cleaned);
- Uruk-Hai Fighter (moving in the alternative formation);
- Umbar Corsair (cleaned);
- Mouth of Sauron (cleaned);
- Sauron (special power animations) (cleaned);
- Witch-King (BFME2 animations) (cleaned);
- Drogoth (cleaned);
- Gondor Swordsman (moving in the alternative formation);
- Tower Guard (BFME2 animations without a shield) (cleaned);
- Axethrower (cleaned)
- Guardian (cleaned);
- Phalanx (cleaned);
Elves and Ents
- Arwen (cleaned);
- Galadriel (cleaned);
- Haldir (cleaned);
- Mithlond Sentry (BFME2's Rhun Spearman uses this anim set as well - two birds/characters with a single stone, eh?) (cleaned);
- Swordsman (cleaned)
- Thranduil (cleaned);
- Treebeard (BFME2 animations) (cleaned);
- Tom Bombadil (cleaned);
- Hobbit (cleaned);
- Shield Maiden ('Atn' and 'Idl' animations);
Note 1: The compression mechanism used in BFME2 results in a slight loss of an animation's quality. I've tried to remove distortions caused by compression in animation sets marked as 'cleaned';
Note 2: The aforementioned distortions aren't usually noticeable (as far as I'm concerned) in run animations, which is why in most cases I leave them as they are.
Edited by NDC, 09 July 2017 - 11:36 PM.