I had some fun with Renx, I made some animation copy from one skeleton to an other.
I found 3 group that can exchange animation.
For some reason some models binding deside to do wierd things and on self even and can't be copied or made new animations.
I managed to make some nigthmarefuel that way. Horses, wargs, bear, and some simple models just doesn't want to cooperate.
Edit: Most of it can be solved if you choose BFME2 skeletons instead of BFME1's.
Even if the skeleton looks similar, it's not alwyas works rigth, some neck, spine, legs, hands bend the wrong ways.
I will attach some usable ones, to have fun with them.
So far the following skeleton's animations are easily exchangable:
Group 1:
gutowntrch_skl rupsnt_1_skl rupsnt_3_skl rupsnt_4_skl mueastern_skl guworker_skl gutownsmn_skl guranger_skl
gutowergrd_skl rulegolas_skl rueomer_skl rutheoden_skl ruelfwar_skl guarcher_skl guboromir_skl gufaramir_skl
iuovrseer_skl muharalnc_skl muharovr_skl
extras: guaragorn_skl - when copying ignore the B_WAIST B_CLAVR B_CLAVL
gugandalfg_skl - you have to delete the skirt bones, robe bones, hat bones, beard bones, and ignore B_CLAVR B_CLAVL
Group 2: MuDrmTroll_SKL MUMntTroll_SKL
Group 3: cudog2_skl cuwolf_skl
Steps to do it:
1. When you open an animation, you select the bones, then check the Utilities->W3d Tools->Export Transform (Bones)
2. Delete the unlinked bones that you don't need, rename some bones if needed
There can't be extra bones with Export Transform (Bones),
so if you need the linked bones so that it won't fall appart then unchek Export Transform (Bones) on them
some animation need resizeing
3. When done, export as a pure animation to the rigth skeleton, if done rigth then it is saved,
if not, then see the error, it can be extra bone with Export Transform (Bones) or same named bone with Export Transform (Bones)
4. Look at the animation in w3dwiever, if you are lucky its purfect and you are done
5.a. if unlucky, some part of the animation or the hole can do wierd things, some bones migth want to spin, or jump,
or not follow the original path, mostly fixable
5.b. migth fall apart then you need to redo the hole thing
6.a. Some bones are not part of the animation so either add them and animate them after
if cape needed, then you can copy from another animation
6.b. if it is hard to make animation for the missing bones, then either rebind the model, or detach the item and clone it,
then make one follow the bone and the other bind to the skeleton, then you you can hide one with a script if needed
7. repeat from step 4. until it is good
Steps:
1. When you open an animation, you select the bones, then check the Utilities->W3d Tools->Export Transform (Bones)
2. Delete the unlinked bones that you don't need, rename some bones if needed
There can't be extra bones with Export Transform (Bones),
so if you need the linked bones so that it won't fall appart then unchek Export Transform (Bones) on them
3. When done, export as a pure animation to the rigth skeleton, if done rigth then it is saved,
if not, then see the error, it can be extra bone with Export Transform (Bones) or same named bone with Export Transform (Bones)
4. Look at the animation in w3dwiever, if you are lucky its purfect and you are done
5.a. if unlucky, some part of the animation or the hole can do wierd things, some bones migth want to spin, or jump,
or not follow the original path, mostly fixable
5.b. migth fall apart then you need to redo the hole thing
6.a. Some bones are not part of the animation so either add them and animate them after
if cape needed, then you can copy from another animation
6.b. if it is hard to make animation for the missing bones, then either rebind the model, or detach the item and clone it,
then make one follow the bone and the other bind to the skeleton, then you you can hide one with a script if needed
7. repeat from step 4. until it is good
Edited by Lusta, 04 March 2022 - 09:48 PM.