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BFME2 Animation Conversion.

bfme2 animations bfme1 compatibility

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#121 NDC

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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


Yes, I'm working on that!

#122 NDC

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Posted 28 October 2018 - 01:02 AM

ye and if glorfindel could be made too would be awsome because it's the last missing elven unit


Speaking of Glorfindel - there are new additions on the list... You know what I mean!

Edited by NDC, 28 October 2018 - 01:03 AM.


#123 NDC

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Posted 28 October 2018 - 01:07 AM

I guess the Elven faction is officially completed now!

#124 Miraak5

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Posted 28 October 2018 - 12:59 PM

Yes it is great thx to you^^


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#125 NDC

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Posted 31 October 2018 - 11:39 PM

As a little contribution to the Halloween, the spooky animation set for the Burrow Wight is added!

Edited by NDC, 31 October 2018 - 11:45 PM.


#126 NDC

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Posted 31 October 2018 - 11:45 PM

As a little additional announcement, in the middle of working on this project I came up with a better way of cleaning animations, which is why I'll be reuploading some older sets so that the quality of animations is consistent throughout.

So far I've added better sets for Galadriel, Corsair and Mouth of Sauron, and more are definitely to come!

#127 Echo

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Posted 03 November 2018 - 12:08 AM

Wow, so good to see you back. Great job, as always  :thumbsupcool:


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#128 Ganon

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Posted 03 November 2018 - 12:11 AM

I've been away for a while, but it's nice to see this effort hasn't ended, but instead, only improved.  :good:


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#129 Mathijs

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Posted 03 November 2018 - 05:11 PM

Heaps of praise and commendations for this continued effort. You're a legend, NDC.


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No fuel left for the pilgrims


#130 Felipe Roll-st

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Posted 07 November 2018 - 06:32 AM

Legend!!, glad to know you're back  :xcahik_: , heaps of thanks for your contributions


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#131 NDC

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Posted 14 November 2018 - 01:42 AM

Thank you so much for your kind words!

Sauron and Isengard Wildman are reuploaded!

#132 Mathijs

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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?


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#133 Miraak5

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Posted 19 November 2018 - 12:37 PM

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 :(


Edited by Miraak5, 19 November 2018 - 12:38 PM.

He was the first...


#134 Miraak5

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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...


#135 NDC

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Posted 22 November 2018 - 09:39 AM

Oooof, in terms of animation cleaning it could not get any worse - with twelve limbs in total to take care of, but now it's done!

Spiders are coming everyone!!

Spider Rider is added on the list.

#136 NDC

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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.


#137 Miraak5

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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...


#138 NDC

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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)


I'll look at those soon: I'm trying to get Goblins done, and I have something like one and a half sets left!

Edited by NDC, 22 November 2018 - 09:55 PM.


#139 Miraak5

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Posted 22 November 2018 - 06:31 PM

Awsome


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#140 NDC

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Posted 23 November 2018 - 01:04 AM

To stick with arachnoids for the time being, mounted Goblin King is on the list now.




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