PS: guys the complete goblins archers anims set from bfme2 work in bfme1 but not the fighters one
Yes, I'm working on that!
Posted 27 October 2018 - 01:37 AM
PS: guys the complete goblins archers anims set from bfme2 work in bfme1 but not the fighters one
Posted 31 October 2018 - 11:45 PM
Posted 18 November 2018 - 10:50 PM
Request: Angmar necromancer (kunecro_skl) - it seems the animations can't be edited properly. Can you take a look?
No fuel left for the pilgrims
Posted 19 November 2018 - 12:37 PM
u mean they broke when exporting to fix the frames/lags ?
(i am fixing rotwk anims for 2.02 and i have the same problems with dark dunedains anims)
EDIT: ye i just tested they have the same export problem as dark dun anims :(
Edited by Miraak5, 19 November 2018 - 12:38 PM.
He was the first...
Posted 19 November 2018 - 04:57 PM
Also, sorry for double post but i have 3 requests:
IUSaruman_SPCA (thunderbolt anim)
BFME2 animations for Gondor Knights (GUCavalry) (bfme2 added some new anims to this set)
MUWchKng_HITA (being hit anim, was not in the WK.rar but this is the less important by far)
He was the first...
Posted 22 November 2018 - 10:41 AM
Request: Angmar necromancer (kunecro_skl) - it seems the animations can't be edited properly. Can you take a look?
Mathijs
u mean they broke when exporting to fix the frames/lags ?
(i am fixing rotwk anims for 2.02 and i have the same problems with dark dunedains anims)
EDIT: ye i just tested they have the same export problem as dark dun anims :(
To Mathijs, Miraak5: Right, I see what you mean. The remedy is simple - just import into Max the skeleton an animation set is based on (e.g., kunecro_skl.w3d or kudrkdun_skl.w3d), and then reexport it, replacing the original skeleton file. After that all animation sets should export without any glitches.
Since, we're talking about RotWK, you might have noticed this rugged, laggish feel of some of Angmar animations (like the in-game attack animations of Dark Numenoreans).
If you want to remove this effect and make the resulting animations look more fluid, when reexporting them tick the Compress option in the W3D Export Options dialogue (it is right below the spinners with frames). The reason for this is that most RotWK animations are not compressed and as a result do not support animation blending between frames. By ticking Compress, you ask Max to generate BFME1-style timecoded animations, for which interframe smoothing works.
Edited by NDC, 22 November 2018 - 10:42 AM.
Posted 22 November 2018 - 10:44 AM
Ye we know these anims kinda lagg
thats what we are doing^^ (me for 2.02 and mathjis for hd edition^^)
thx now we will be able to work on dark dun
Edited by Miraak5, 22 November 2018 - 10:46 AM.
He was the first...
Posted 22 November 2018 - 06:25 PM
Also, sorry for double post but i have 3 requests:
IUSaruman_SPCA (thunderbolt anim)
BFME2 animations for Gondor Knights (GUCavalry) (bfme2 added some new anims to this set)
MUWchKng_HITA (being hit anim, was not in the WK.rar but this is the less important by far)
Edited by NDC, 22 November 2018 - 09:55 PM.
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