JaneAus10

Porting some lightsaber animations from Kotor2 into Kotor1?

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lightsaber combat animations in kotor2 have variations. What I wanted to do is replace the generic single saber flurry from K1 into one of the variation of flurry (talking about the spinning flurry one) 

I dont want it to be complicated like K2 with random attack variations. I am satisfied with one animation per attack, i just want to replace it. I dont know where to start. Is this possible?

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1 hour ago, JaneAus10 said:

I dont want it to be complicated like K2 with random attack variations

well-then-good-news.jpg.a525a02bfdf0875d942e804a7d0b8210.jpg

You can't do that in K1 anyway.

1 hour ago, JaneAus10 said:

Is this possible?

It's possible, yes. How practical it is depends entirely on how conversant you are with the game's models and animations, and importing/exporting them. I'm guessing "not at all"? Probably not the best place to start then. It will require editing one of the supermodels and replacing the existing anim with the TSL version. Before that you'll probably want to transfer it to the K1 rig to make sure it doesn't need any editing.

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Thank you for the reply. Yes I am familiar on how to port models from K2 to K1 but not much when it comes to the animation itself. I think what I want to get is "SS_Perform_Flurry_3" which is the "f2a2c"?? Once I do that, I guess its a matter of editng the animations.2da right? how to port that and replace the regular "SS_perform_flurry" which K1 has. How can I attach that on k1 supermodel? what application should I use? do I need an extensive knowledge on blender/kotormax to achieve this? I'm not that experience myself. Thank you in advance!

Edited by JaneAus10

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You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s.

6 hours ago, JaneAus10 said:

do I need an extensive knowledge on blender/kotormax to achieve this?

Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly.

Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues.

There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment.

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5 hours ago, DarthParametric said:

You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s.

Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly.

Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues.

There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment.

It's doable in KotorBlender (I've tested editing supermodel animations not long ago). You'd have to determine the frame range of both animations, and manually copy position and orientation keyframes from one model into another, probably one object at a time (I don't believe this process is currently automated). Altough, if K1 and K2 models do indeed have different bone structures, then you're out of luck with this method.

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Okay thank you guys! I actually manage to pull it using MDLeditor, I follow DarthParmetric's advice. So far there is no problem.

 

flurry.gif

Edited by JaneAus10
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