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Bfme II animations working in BFME I

bfme2 bfme1 animation bfme 1 compatibility

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#1 Dickenson

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Posted 29 July 2018 - 01:07 PM

Here is the list of animations from BFME II that work in BFME I. (The list is not complete yet):

Also i decided to add to this topic links for fixed bfme II structures for bfme I.

 

CAH system: 

 

CAH Wizard:  all animations are working in Bfme I

 

CAH Captain of gondor (hero of the west)

 

animation that are not working:   

- all _atn animations   ----- but in Bfme I you can use animation: chhw_cg_u_tnta, chhw_cg_u_tntb

- all _idl animations   ----- but in Bfme I you can use animation: chhw_cg_u_tnta, chhw_cg_u_chra, chhw_cg_u_ibfa

- chhw_cg_u_dtha 

- chhw_cg_u_hitz

- chhw_cg_u_hrna 

- chhw_cg_u_hrnb  

- chhw_cg_u_hrnc

 

CAH Uruk:

- all _idl animations ---- in Bfme I you can use animation: chss_uk_u_ibfa, chss_uk_u_ibfb

- all _atn animations ---- in Bfme I you can use animation: chss_uk_u_tntb, chss_uk_u_tnta

 

CAH Troll:

- all _idl animations --- in Bfme I you can use animation: CHSS_TL_U_CLRA, _RCTA, _LOKA, _IBFA, _IBFB (animations for just breathing), 

                                                                                         CHSS_TL_U_IRFB (belly scratch), _IRFC (big roar), _IRFA (short roar), _IBFC (nose wipe)

- all _atn animations ---- in Bfme I you can use some animations from these _CLRA, _RCTA, _LOKA, _IBFA, _IBFB, _IRFB, _IRFC, _IRFA

 

DWARVES

 

Dain:

animation that are not working:

- dudain_atka

- dudain_atnb

- dudain_chra

- dudain_idla

- dudain_runb

- dudain_wpna

 

All others should work.

 

Gloin:

animation that are not working:

- dugloin_cina

 

All others should work.

 

Dwarven battlewagon:

- all animations should work

 

Structures:

Dwarven battletower

Dwarven statue

Dwarven hearth

Dwarven mine

Dwarven battletower2

 

ELVES

Structures:

Galadriel mirror

Elven statue

Elven battletower

Eregion forge

 

GONDOR

 

Structures:

Signalfire

 

MORDOR

 

Structures

Mordor barricade

 

GOBBLINS

 

Spiderrider banner:

- all animations should work

 

OTHERS

 

Dragon I (model sumndrag_skn)

- all animations should work

 

Dragon II (summoned in isengard spellbook - model jhdrag_skn)

- all animations should work

 

Bats (model bats_skn)

- all animations should work

 

Crebain (model crebain_skn)

- all animations should work

 

Dragonstrike (model dragstrike_skn)

- all animations should work

 

Wyrm (model cuwyrm_skn)

animations that are not working: cuwyrm_diva, _hita, _idla, _trnl, _trnr, _atka

 

But animations cuwyrm_atka, _atkb, _diea, _dieb, _smna, _smnb are working, so if we had some _idl animation, i think, it would be playable.


Edited by Dickenson, 29 October 2018 - 06:16 PM.


#2 Echo

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Posted 07 August 2018 - 09:53 PM

Wow, good job. Thanks for all the research. Never bothered to check the CaH animations because I never expected them to work.


26285.png


#3 Dickenson

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Posted 12 August 2018 - 08:21 PM

Wow, good job. Thanks for all the research. Never bothered to check the CaH animations because I never expected them to work.

 

You´re welcome!  I have learned here many things from modders, so now i want also do something for others.

I was lucky, that i´ve checked jhdragon model animations first. So i knew, that at least some of bfme II animations will work :)

And there is more. Maybe there will be avaible also bfme II buildings for bfme 1. I already fixed galadriel mirror a elven statue models (also with animations).

Now i am working on dwarven battle tower. But here is problem for me...always when i export the model, there are no "arrow bones"... Have you any idea why? It would help me a lot :)



#4 Mathijs

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Posted 12 August 2018 - 11:13 PM

When exporting it, select the bones and tick the Export Transform (Bone) option in the W3D settings.

 

Nice list, btw!



#5 Dickenson

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Posted 13 August 2018 - 03:40 PM

When exporting it, select the bones and tick the Export Transform (Bone) option in the W3D settings.

 

Nice list, btw!

 

Thank you. It works now!

bfme11.jpg



#6 Dickenson

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Posted 15 August 2018 - 07:35 PM

a.jpg b.jpg

When exporting it, select the bones and tick the Export Transform (Bone) option in the W3D settings.

 

Nice list, btw!

 

Can I some questions? Now I am working on dwarven mineshaft. 

1. when i try export it twith existing skeleton (always write me: Incompatibile Base Pose. Missing bone: N_GLOW, DIGGER, etc.)

2. so i found this parts of model, go to w3d tools and unticked the option export transform (bone). But i leave the option export geometry.  When i did this, i could export the model using the skeleton. But final result is no this (a) but this (b)

 

I hope that it is not a big problem and just i do something wrong. I would be grateful if you had time for my questions. 

Big thanks anyway.


Edited by Dickenson, 15 August 2018 - 07:40 PM.






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