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bfme2 animations bfme1 compatibility

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#41 Echo

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Posted 21 November 2015 - 02:51 PM

Yes, you're absolutely spot on - animation cleaning is primarily about dealing with characters' 'twitching feet', and horses/wargs happen to be quadrupedal, which makes the whole process twice as dull.
What I've been thinking about with regards to the Black Riders, is in some ways amalgamating their anims from BFME2's with those of Angmar's mounted Witch-King - if the whole thing doesn't work out, I'll probably just upload the anim set from BFME2. Would that sound like a plan?

 

Sure, but the Black Rider anims are really not that important, especially because mounted anims are especially challenging. Maybe one of the above suggestions would be better for now.


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#42 NDC

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Posted 25 November 2015 - 10:05 PM

Sure, but the Black Rider anims are really not that important, especially because mounted anims are especially challenging. Maybe one of the above suggestions would be better for now.


Alright, that's settled then! But I will certainly have a go at the mounted animations in the near future!

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Sorry for a saucy joke, but with the last two messages this thread has made it to page three!

Edited by NDC, 25 November 2015 - 10:08 PM.


#43 NewErr

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Posted 26 November 2015 - 07:02 AM

*Waiting for Haldir anims* :blush:



#44 Miraak5

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Posted 18 December 2015 - 09:02 PM

i have a question: bfme1 animation and model are compatible for bfme2 ?


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#45 NDC

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Posted 29 December 2015 - 08:29 PM

*Waiting for Haldir anims* :blush:

 

They will be here by mid-January - you have my word!
 

i have a question: bfme1 animation and model are compatible for bfme2 ?

Yep, they are.

P.S.
Thranduil anims are now on the list!



#46 Mathijs

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Posted 30 December 2015 - 06:16 PM

Yesssss! Thanks for that belated Christmas present!


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#47 NDC

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Posted 30 December 2015 - 10:34 PM

Yesssss! Thanks for that belated Christmas present!


O-ho-ho, Merry belated Christmas and Happy New Year!

#48 Nazgûl

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Posted 31 December 2015 - 01:47 PM

NDC - the undisputed benefactor of this modding community  <^_^ Thanks for all your efforts to improve the results of many mod projects here my friend  :thumbsuphappy:

See you next year  :xcahik_:


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#49 Miraak5

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Posted 10 January 2016 - 10:02 AM

please could you convert the arveleg palantir explosion power anim of rotwk for bfme1


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#50 Echo

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Posted 10 January 2016 - 05:26 PM

RotWK animations should work with BFME 1. Have you tried that before?


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#51 Miraak5

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Posted 10 January 2016 - 06:09 PM

no no bfme1 anims works with rotwk and bfme2

 

bfme2 & rotwk anims don't work witch bfme1


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#52 Dúnedain76

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Posted 11 January 2016 - 01:21 AM

Rise of the Witch King animations DO work in BFME1. Hence why Shadow and Flame uses a bunch of the sets.



#53 Mathijs

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Posted 18 January 2016 - 12:10 PM

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

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#54 Miraak5

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Posted 18 January 2016 - 05:29 PM

could you convert the bfme2 tower guards anims and blacks ridder anims


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#55 MattTheLegoman

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Posted 19 January 2016 - 04:31 AM

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

 

 

Oh yes, a chariot would be fantastic. But I think it would be the Wain Riders who use them.


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#56 Elrond99

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Posted 20 January 2016 - 12:20 AM

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

 

Battlewagon anims work with w3d importer, except for 1 (dying I think)

 

also the attack anim needs to be reworked because horses won't ram the enemy like those rhino beasts, everything else is just importing some cavalry anims and slight editing - time consuming but not hard



#57 Nazgûl

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Posted 21 January 2016 - 01:13 AM

Horse anims coupled with wagon would indeed be nice, as I much like others, would like the possibility to make proper war chariots. Easterling Wainroders just won't look good without proper horse anims. This is my last attemt, which failed cause of lack of anims  :whathuh:

 

Wainmodel.jpg


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#58 NDC

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Posted 28 January 2016 - 09:02 AM

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

 
 

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

 
 
Oh yes, a chariot would be fantastic. But I think it would be the Wain Riders who use them.

 
Sure, that sounds really exciting! I think I'll have a go at it!
How many people do you envisage it to accommodate?
 

So with SEE's new Battlewagon... are those fixed animations made compatible with BFME1? 
 
And if I may make a wholly selfish request... perhaps you could at one point convert the Battlewagon to horse-drawn chariot proportions, maybe using horse animations, even. Maybe even dual horses.
 
I have long wanted a proper chariot skeleton for these games. :p
 
And a Haradrim faction fielding them...

 
Battlewagon anims work with w3d importer, except for 1 (dying I think)
 
also the attack anim needs to be reworked because horses won't ram the enemy like those rhino beasts, everything else is just importing some cavalry anims and slight editing - time consuming but not hard

 
Yes, battlewagon anims are already BFME1-compatible, I just edited a bit one of them!
In fact, the death anim is BFME1-compatible as well.
 

Horse anims coupled with wagon would indeed be nice, as I much like others, would like the possibility to make proper war chariots. Easterling Wainroders just won't look good without proper horse anims. This is my last attemt, which failed cause of lack of anims  :whathuh:
 
Wainmodel.jpg


That's a lovely one!
As a matter of fact, I will certainly need a model whose proportions I'll be basing anims on, so I was wondering if you could send me over your creation, please?

Edited by NDC, 28 January 2016 - 09:08 AM.


#59 Nazgûl

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Posted 28 January 2016 - 10:18 PM

The model is very old, kit bashed by a long gone team member (Ed of the 3rd Kind). It was given to me with anims (just running), but they don't look very good as they twitch severely upon looping, so I never used it. And at the time, I didn't model myself. My intention now is to model a proper Wain Rider chariot when I get to Rhùn faction, if someone could animate it. By that, I mean use existing horse anims and merge them with the chariot. I could send you this obsolete model if it means we could simply shift into a better model later on, if that model uses the same shape and proportions?


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#60 NDC

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Posted 07 March 2016 - 12:29 AM

Hi everyone!

Haldir is on the list!






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