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| Topic Started: Feb 15 2014, 07:38 AM (241,696 Views) | |
| davidy12 | Mar 25 2014, 07:57 AM Post #91 |
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Never mind. Edit:
So yes then? Edited by davidy12, Mar 25 2014, 03:35 PM.
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| HENDRIX | Mar 25 2014, 11:33 AM Post #92 |
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Well not quite, but I'm on the way, currently work on the footer, got the header done and also 32 char long names. It's slowly coming together
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| HENDRIX | Mar 25 2014, 05:22 PM Post #93 |
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YES, it was much easier than expected!! After about four hours of work on the exporter, I got anims with rotations to work ingame!! Translations seem to have a bug, I'll try to work that out tomorrow... |
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| HENDRIX | Mar 25 2014, 05:43 PM Post #94 |
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Found the error! Almost works perfectly now!!! Just got some small issues with Bip01 (general movements) & timing... should be easy to fix tho
Edited by HENDRIX, Mar 25 2014, 05:46 PM.
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| Jannick | Mar 25 2014, 06:28 PM Post #95 |
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Papua merdeka!
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You, sir, are absolutely amazing. I cannot stress how much I look up to you and how much you've single-handedly revolutionized designing for this game. Bravo! |
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| samuel | Mar 25 2014, 06:34 PM Post #96 |
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VG he stayed without a job these are very good news, I guess now his work with the animations will be much faster and easier
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| HENDRIX | Mar 25 2014, 06:43 PM Post #97 |
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Thanks! But I could not have done it without the decoding of the format by harlequinz ego (and possibly bl3nd3r but I'm not sure) and the countless support by VerdantGregor to get me started converting and understand the file structure. ![]() Yeah once it works, anim sets are just two clicks away from ZT2
Edited by HENDRIX, Mar 25 2014, 06:44 PM.
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| samuel | Mar 25 2014, 06:48 PM Post #98 |
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there is still something difficult about creating new animations, the coding ![]() but no doubt this will revolutionize the design ZT2, thanks hendrix, thanks for what you are doing for the community
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| HENDRIX | Mar 25 2014, 07:24 PM Post #99 |
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Haha turns out the script was working alright, I had just set the blender animation end too short so it clipped off the end of the anims. Works like a charm now! I'll clean the script tomorrow and maybe release a first version!
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| Bill | Mar 26 2014, 01:39 AM Post #100 |
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originally, one_piece
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some of the best news i ever heard! once this is finished, we can export an anim to bf format as simple as importing a blend model to a nif file, right? just thinking about that makes my interest of animating came back. |
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| Okapi Rainforest | Mar 26 2014, 02:07 AM Post #101 |
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WOW!!! this is going to be great !!!
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| Knertje2208 | Mar 26 2014, 02:21 AM Post #102 |
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It does not matter how slowly you go as long as you do not stop.
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sir can I offer you the knighthood please?? |
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| Sahara | Mar 26 2014, 04:06 AM Post #103 |
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Don't mean to sound ungrateful or stupid but I really don't understand what's going on here. I mean I've no idea what anyone's talking about. I guess this is more for designers because I don't get a lot of the nifskope references and whatever. Mind me everyone. |
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| HENDRIX | Mar 26 2014, 04:53 AM Post #104 |
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It's even easier. You simply select "Export BlueFang animation (.bf)" and it exports all action in the blend at once to bf. ![]() Yeah it's for designers, to make new animations = movements for stuff in ZT2. |
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| HENDRIX | Mar 26 2014, 05:20 AM Post #105 |
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Found a new problem, it doesn't change the blender names of the nodes to nif names, which results in anything that has L & R becoming immobile. Gotta implement that function again... |
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these are very good news, I guess now his work with the animations will be much faster and easier
But I could not have done it without the decoding of the format by harlequinz ego (and possibly bl3nd3r but I'm not sure) and the countless support by VerdantGregor to get me started converting and understand the file structure. 


