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BFME2 Animation Conversion.

bfme2 animations bfme1 compatibility

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#1 NDC

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Posted 22 July 2015 - 11:02 AM

Hi all,

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!)

Isengard
- Banner Carrier (moving in the alternative formation);
- Dunland Wildman (cleaned);
- Grima Wormtongue (cleaned);
- Uruk-Hai Fighter (moving in the alternative formation);
 
Mordor
- Umbar Corsair (cleaned);
- Mouth of Sauron (cleaned);
- Sauron (special power animations) (cleaned);
- Witch-King (BFME2 animations) (cleaned);

Goblins
- Drogoth (cleaned);
 
Gondor
- Gondor Swordsman (moving in the alternative formation);
- Tower Guard (BFME2 animations without a shield) (cleaned);

Dwarves
- 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);
 
The Shire
- Tom Bombadil (cleaned);
- Hobbit (cleaned);

CAHs
- 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.


#2 Nazgûl

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Posted 22 July 2015 - 11:50 AM

Wow! This is fantastic! You are truly a strong asset to the BFME modding Community my friend. Awesome work! :thumbsuphappy:


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#3 Mathijs

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Posted 22 July 2015 - 12:51 PM

Endless compliments to you.

 

I pinned this thread.


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#4 Irenë Hawnetyne

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Posted 22 July 2015 - 02:12 PM

... how.

To hell with how, I love you for this.


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#5 NewErr

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Posted 23 July 2015 - 08:33 AM

You, my friend, deserve a medal.



#6 NDC

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Posted 24 July 2015 - 08:45 AM

Nazgûl, Mathijs, Irenë, Valaquenta, thank you very much for all your truly encouraging and, literally, lovely (hey Irenё!) comments!

A cleaned version of Grima's animations is added (see the link list in the first post).

P.S.
If there is an animation set not on the list yet that you'd like to have converted the soonest, just let me know!


Edited by NDC, 24 July 2015 - 09:41 AM.


#7 Ridder Geel

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Posted 24 July 2015 - 12:54 PM

Not entirely sure if I used the Create a Hero Hero of the West Female skeleton for my own Create-a-Character thing, I'll have to check it, but last I looked, don't think I was able to import those...

Would be awesome if you could convert those, although I'd have to check if I actually used that skeleton... :xd:

Dunno how much work it is for you to convert these kind of animations?

Really nice work btw :D


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#8 NewErr

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Posted 24 July 2015 - 02:36 PM

Glorfindel, not urgent, but will be very appreciated. :D



#9 Mathijs

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Posted 24 July 2015 - 06:04 PM

Glorfindel, not urgent, but will be very appreciated. :D

And Haldir, too. Gotta have those cloaked Galadhrim...


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#10 NewErr

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Posted 24 July 2015 - 08:39 PM

Ohhh yes, Haldir higher priority than Glorfindel! :D



#11 Kwen

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Posted 25 July 2015 - 04:37 AM

I've always wanted Haldir's animations in BFME1.

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#12 NDC

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Posted 25 July 2015 - 10:49 PM

Not entirely sure if I used the Create a Hero Hero of the West Female skeleton for my own Create-a-Character thing, I'll have to check it, but last I looked, don't think I was able to import those...

Would be awesome if you could convert those, although I'd have to check if I actually used that skeleton... :xd:

Dunno how much work it is for you to convert these kind of animations?

Really nice work btw :D

 
Thanks Ridder Geel!
As far as I know, all CAH animations are BFME1-compatible, apart from 'atn' and 'idl' files - I've attached the link in the first topic.



#13 NDC

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Posted 25 July 2015 - 11:03 PM

 

Glorfindel, not urgent, but will be very appreciated. :D

And Haldir, too. Gotta have those cloaked Galadhrim...

 

 

 

Ohhh yes, Haldir higher priority than Glorfindel! :D

 

 

I've always wanted Haldir's animations in BFME1.

 
Alright, that's settled then - I'll be back with Haldir's anim set soon!
By the way, I've added Drogoth's animations - see the link in the first post.



#14 Mathijs

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Posted 25 July 2015 - 11:07 PM

Now we can have proper dragons in BFME1. That's amazing.

 

Sword 'n' Sorcery mod anyone? :p


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#15 Rider of Rohan

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Posted 25 July 2015 - 11:07 PM

NDC is on fire, well done.


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#16 NDC

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Posted 25 July 2015 - 11:08 PM

Sword 'n' Sorcery mod anyone? :p

 
He-he, looking forward for that one!



#17 Kwen

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Posted 25 July 2015 - 11:12 PM

Ah finally I have nothing to hold onto that makes BFME2 any better than BFME1 at all. Except maybe the "improved visuals" which is just really shitty normal maps and the horrible infantry shadows. Though, BFME2's water effects are indeed very attractive. Too bad it wouldn't be possible to back port it. I assume it isn't anyway.


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#18 NewErr

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Posted 26 July 2015 - 12:07 PM

Now all mods will port to Bfme1.



#19 Irenë Hawnetyne

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Posted 26 July 2015 - 04:27 PM

For curiosity's sake, would you be able to upload an imported .max of Shelob's animations?


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#20 NDC

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Posted 26 July 2015 - 08:26 PM

Ah finally I have nothing to hold onto that makes BFME2 any better than BFME1 at all. Except maybe the "improved visuals" which is just really shitty normal maps and the horrible infantry shadows. Though, BFME2's water effects are indeed very attractive. Too bad it wouldn't be possible to back port it. I assume it isn't anyway.

 

 

Now all mods will port to Bfme1.

 
Absolutely! That's part of the motivation behind the whole undertaking!







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