Ӄhrizby

Ӄhrizby's Switching Models' Animations Tutorial

Recommended Posts

      Hey all, I know I haven't been exactly active in the modding community in years, but I was recently approached about my previous work on my HK-47 Melee/Saber Mod. It came to my attention that since the disappearance of LucasForums, my tutorial on how I did it is no longer accessible. However, I managed to dig up an old copy. Given how long it's been this information may be old news, but I figured I would repost it here in case it is of use to anybody else. This is the original instructions I made to create the HK-47 mod, it was a rather crude and experimental procedure for me at the time, so it can definitely be refined and improved. Feel free to reply with any updates or experiences.

Without further ado, here is the original tutorial:

  Reveal hidden contents

 

  • Like 6
  • Thanks 1
  • Light Side Points 1

Share this post


Link to post
Share on other sites

Hello Khrizby, I hope you reply to my comment this time around. I'm giving it another try except for the assassin droid. I'm trying to put the male lite commoner's animations on it but I need your help again. Sorry for my stupid comment before, it was extremely easy to solve the questions I asked to you. Anyways, I need help extracting the textures from the assassin droid. How did you take out the textures from HK-47? They are like attached to the bones completely. I'm at the skinning step except I need to somehow group the assassin droid's textures but I don't know how to access the textures.

Share this post


Link to post
Share on other sites

I don't think you'll be hearing from Ӄhrizby. They said they aren't active, and their profile shows they haven't logged in for over a year.

That being said, have you tried a search?

https://www.youtube.com/channel/UC8VyY5xlo_-BDGOn8It7-qA

https://www.bing.com/videos/search?q=NWMax&qpvt=NWMax&FORM=VDRE

  • Like 1

Share this post


Link to post
Share on other sites

Thank you AmanoJyaku, I have tried some searches like ROTNR but I'll see what else I can find. I also posted on discord on various servers about this problem with the droid's textures so maybe I'll get a response tomorrow. If I find the solution I'll post it on here just for anyone else with the same issue.

Share this post


Link to post
Share on other sites

Hey LanguageWriter123,

Sorry for the not replying before, I don't think I was receiving notifications from this post anymore. It's true I haven't been active in awhile but I'll be happy to do my best to answer your questions.

Having not used NWMax in awhile this will be from memory. On the commoner model, there are the bones which are animated, and the skin which is textured. I'm not familiar with the assassin droid model, but I am assuming it is made in the same way as HK was; that is, there is not separate skin and bones, the model is animated and textured directly. When changing the animations from the former to the latter, you are essentially deleting the animations from the combined skin/bones of the droid and making it a skin only, then attaching it to the still animated bones from the commoner, not using the commoner skin at all. You should not need to "extract" or do anything to the textures on the droid, they should stay as-is through the process, since you are retaining all the textured pieces from the droid. I'm not sure exactly what issue you are running into that you would need to mess with the textures. Hope this helps, let me know if there's any other questions or if I'm not making any sense because I remembered something inaccurately. Best of luck, keep learning!

A note more in general; I wrote this tutorial long ago when I was still figuring this stuff out as I went. Looking at it now I can see some ways the process might be improved if people haven't already done it. I see no reason that one would not be able to simply delete the host skin, then for each part align on the pivot points and merge the mesh of the target model skin with the host bones, then delete the mesh from the original host bone. This would retain the original host animations, simplify the process by skipping the skinning and re-linking steps, and reduce possible complications from the bones not being the same as the skin or the weighting not transferring well. In effect it would create the same kind of single bone/skin that the droids have originally. There might be some other steps or settings to tweak I can't think of without giving it a try myself, and of course this would only work for droids or other models with no "stretchy" parts to animate, but it might be worth a try if somebody's looking to do that.

  • Thanks 1

Share this post


Link to post
Share on other sites

Hello Khrizby, I'll try out what you said especially with the shortcuts and I think I already figured out the problem with the textures previously on discord, DarthParametric helped me. You are right, since the textures are meshed onto the bones I believe one just has to put the textures onto the commoner's bones, weight paint the textures to certain bones, and link everything. I did most of the things you said however when I put the assassin droid model into the game, the textures were perfect but the model had no animations and the assassin droid was stuck in the t-pose so I'm guessing I didn't link everything right. Another problem I am currently having right now is that I can't export the model from the OdysseyBase on KotorMax gmax 1.2, I tried it on NWMax as well. Basically, I get no sanity checks or errors and it just doesn't export the character model. Thank you so much for replying by the way, I appreciate it a lot.

Edited by LanguageWriter123

Share this post


Link to post
Share on other sites

I'm just a bit unclear when you say "texture" if you're referring you the right thing. Are you referring to the droid's textured skin mesh? Because following my original method, not the shortcuts I mentioned in my last post, you would be painting the  envelopes on that. You shouldn't have to edit, move, or paint the actual texture at all. You aren't moving the droid texture to the commoner bones, you're editing the envelopes so the droid mesh follows the commoner bone animations. 

I can't really help with the exporting issues, I'm way out of date there. If the game is showing the droid in the un-animated pose, then yes it might be a linking issue, make sure all the bones are linked properly and to the correct (commoner) aurorabase, and that the droid mesh envelopes are weighted to the commoner bones. You should be able to test the animations in NWMax and it will indicate where your linking is broken. 

  • Thanks 1

Share this post


Link to post
Share on other sites
  On 3/12/2020 at 8:03 PM, Ӄhrizby said:

I'm just a bit unclear when you say "texture" if you're referring you the right thing. Are you referring to the droid's textured skin mesh? Because following my original method, not the shortcuts I mentioned in my last post, you would be painting the  envelopes on that. You shouldn't have to edit, move, or paint the actual texture at all. You aren't moving the droid texture to the commoner bones, you're editing the envelopes so the droid mesh follows the commoner bone animations. 

I can't really help with the exporting issues, I'm way out of date there. If the game is showing the droid in the un-animated pose, then yes it might be a linking issue, make sure all the bones are linked properly and to the correct (commoner) aurorabase, and that the droid mesh envelopes are weighted to the commoner bones. You should be able to test the animations in NWMax and it will indicate where your linking is broken. 

@ӃhrizbyI was referring to the droid's skin/bones so I think you are right and I didn't realize there was a difference between textures and envelopes sorry.  I managed to solve the problem though with the exporting issue I just needed to run KotorMax from the gmax directory instead and it worked. I keep having the same issue with the droid not having animations. I linked everything and weighted the envelopes to the bones but it just stays in the un-animated pose. Also, do you remember what option it was exactly to play each animation in NWMax or KotorMax? In KotorMax I select the OdysseyBase, select the animation editor, select a certain animation, move the animation to the animation box, double click it in which it should play but it doesn't. In NWMax, I do the same thing and it doesn't work there either.

Share this post


Link to post
Share on other sites

Can't help you there, I remember it being fairly straightforward. Selecting the aurorabase, finding the animation tab on the right, selecting the animation, and playing using the animation bar on the bottom. I've never used KotorMax.

Share this post


Link to post
Share on other sites
  On 3/13/2020 at 2:41 AM, Ӄhrizby said:

Can't help you there, I remember it being fairly straightforward. Selecting the aurorabase, finding the animation tab on the right, selecting the animation, and playing using the animation bar on the bottom. I've never used KotorMax.

I figured it out now, I used this video to help me: 

Then after I mapped the animations I go into the animation editor and can play each one. 

 

@Ӄhrizby I got the skins weighted correctly and the everything linked correctly, I know this because I looked at almost every animation from all supermodels (I imported every supermodel's animation to the new droid asssassin model) and they all looked great. Yet when I export the model, whether geom only or with anims, the game only plays one animation which is the dialogue one. I feel like I'm really close to getting this to work I just need to figure out how to apply all the animations to the model as I got just about every one of them imported onto the model in gmax. Does it require baking the animations? Do you think you know what the main problem as to why it only plays one animation but not the rest?

 

@Ӄhrizby Nevermind about the whole animations thing, I got it to work thanks to you! The thing you didn't mention in your tutorial (or maybe I did something wrong along the lines) but I had to go into the appearance.2da file and change the model type line from "L" to "F".  You didn't have to do that for HK-47 because that model and the wookie model already had the same model type in the appearance.2da file which was "F".

bandicam 2020-03-14 10-45-47-697.aviFetching info...

  • Light Side Points 2

Share this post


Link to post
Share on other sites

@LanguageWriter123, I have merged your last three posts as they are a clear example of bumping a thread. That's a violation of our Site Rules and you will be penalized accordingly.  You should've edited the previous posts in order to not bump the thread. Wait until @Ӄhrizby responds before posting in this thread again.

Share this post


Link to post
Share on other sites
  On 3/13/2020 at 1:24 PM, LanguageWriter123 said:

 

@Ӄhrizby I had to go into the appearance.2da file and change the model type line from "L" to "F". 

That bit's good to know for reference, I hadn't thought of that, as you mentioned it wasn't needed when I did it for HK. I'm glad you got it working!

  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.