Group: Expert
Posts: 336
Member No.: 662
Joined: 14-May 07
You got kfs to work, okay but can you "view" the BF animations? as in import? coz if you cannot see how BF has organized the animations, this will never work out seamlessly. I hope there's some software to open those .bf files, because let me explain why that is so important. A few days ago I just tried to mess around with this and just went through the files, so lets take an animal and see the animations, it is not so easy as we think it is, I have to say professionally there is only one animation per action, a looped one. This way any loops made would work perfectly in that game, But BF did it in a very complicated manner, that it is not possible to create animations that have perfect transitions from one animation to the other UNLESS we can view the .bf files. So let me list out, for the zebra it is like,
Breathe_Idle Chew_Eat Chew_Graze Chew_Stand Drink_Stand Drink_Idle Eat_Chew Eat_Stand Eat_Graze Graze_Chew Graze_Stand ...... ...... Then lets see for the walking and movement parts,
Walk_Drink Walk_Eat Walk_Chew Walk_Stand Walk_Run Walk_TurnleftA Walk_TurnleftB ..... ..... Stand_Graze... ..... ..... Sleep_.... ..... ..... Prance_.... And so many other stuff.
So what we can see from that is that there isn't like ONE Walk animation that is looped or One RUN animation or ONE Eat/Drink, Sleep animations and .etc If they were one animations looped and that has the capability to smoothly have a transition from one animation to another, Making new animations would be a Definite success. But since this goes like this, it is impossible for us to 1. Make Walk animation and each time it's co-animation, and save so many animations, without error. 2. Even if we do, we don't know the time intervals of each animation and when the Walk ends and it's co-animation starts, that we would definitely go wrong there. 3. Even with great animations, if the above are not satisfied, animations would look messed up.
It's not like to make a complete new creature "I have to edit the Walking animations, Sleep and a few more and some I can leave uneditted" No it's not like that at all, it's way too complicated.
So finally in the case of animations You HAVE to base your animation from .bf files and randomly with any properties. Either we take the timeline of the .bf files into account and then HOW those animations are organized, definitely they are not loops, so you wouldn't know what is being done in a particular file.
So basically we need to first successfully open and view the .bf files for animations to be a success. And this doesn't mean you can do the animations if you have seen ONE .bf file but you should be able to see all the .bf files of the corresponding animations that you are planning to do.
And also, it isn't really about Blender scripts, (because max can do that like when Nifs can be imported itself) it's about the Kf="true" thing lol, dunno where you guys added and never would have guessed adding that somewhere without any connection would work. But still I'm not sure if that really worked as well cause if dalturge really did it when he posted it he should have said Kf="true" and not kf=true coz the latter won't work, though chances are, it could have. But I also thing adding a string like that would not do anything coz there isn't any initialization for file type anywhere and it could be in the engine itself. Unless there was a filetype=".bf" string in it or bf="true" it is not possible, I feel....
So This is not completely solved, we first need to view the .bf files, which I really can't wait and I think we can do it, and still if it is BF's own files like bfbs we should just know how to extract data, and hopefully animation data is possible to extract.
However, marine creatures' animations are a little better organized, so if at all we can do animations WITHOUT viewing the bf files, it would be only for the marine.
And also I would love to see a video from dalturge of what he did to the squid and details of what FILE name his animation was and such.
Group: Expert
Posts: 336
Member No.: 662
Joined: 14-May 07
No DM, that's not what I meant, you need to know exactly what the animation you are replacing is about.....it should be like this, like how we used to edit BF models, like that we need to import these animations and make the new animations exactly how the old animation is...I don't really think a whole new animal could be done with all new animations.....=/ I think you still dont get what exactly I meant, the difficulty of this, but fine I respect your positive opinions, and I'm happy to see how this is going to turn out.