QUOTE(A1x2e3l @ May 19 2008, 11:55 AM) [snapback]12261942[/snapback]
1. split_kf.exe is working and generating a folder with the truncated name of the animation nif I have used (e.g. "base_anim_femal"). It contains only kf files: e.g. "000 - Idle4;.kf", "001 - Idle5;.kf", "002 - WalkForward;.kf". Some text keys have strange "additions" of several "\r\n" (carriage return ?) e.g. "WalkForward: Stop\r\n\r\n".
Hmm, that's kind of odd. The \r\n things allow you to combine two keys into one and are necessary if the keys occur at the same time. I'm surprised to see them all in a row, though... that seems like it would indicate that there were a bunch of blank keys that were merged with the non-blank one. I'll look into it.
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2. merge_kf.exe is working. E.g. I am executing "merge_kf c:\T1\X test". I have copied only two first kf files in the "c:\T1\X" folder. merge_kf has generated a folder named "merged" with one file "test" without extension. I have added extension "kf" and checked it in the Nifscope: the last text key is "Idle5: Stop\r\n\r\n\r\n\r\n" (was Idle5: "Stop\r\n\r\n"). Original base_anim_femal .nif has text key "Idle5: Stop\r\n". It's look like accumulation of "\r\n" symbols.
You're supposed to put the kf extension on the command line so the output file will be named properly. For example: merge_kf.exe c:\T1\X test.kf
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3. Ok, "\r\n" I can edit in NifScope, files rename, but how to use the merged kf file? I assume there should be also merged nif file that contains animation data. How to generate all three required animation files? Merged kf is generated (I can rename it to "xtest.kf"), for "xtest.nif" I can use original xnif (e.g. Xbase_anim_female.nif) but how to create a nif file with merged animations e.g. "test.nif"?
You don't need to edit the other files unless you're changing the skeleton. So all you need to do is replace the KF file. The idea is that you will create new KF PC animations with this, not new creatures or NPCs which can easily be created in 3ds Max since the number of sequences is small. However, once you've created those files somewhere else, you can always split apart the KF file and mix and match animations from elsewhere.
QUOTE(midgetalien @ May 19 2008, 11:58 AM) [snapback]12261954[/snapback]
wait a second.
So this programme, allows for new animations???
It theoretically allows you to pick and choose which existing animation sequences you want to use on your player character... but in its current form is completely un-user friendly and I wouldn't recommend that everyone try it. I mostly released it in this form as an indication of what might be possible.
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On the side note of animations..... has anyone tried the nija animation replacer for Morrowind? Is it possible to cut a part of that animation out
5bf0
and apply it to the origonal morrowind animation? thing is i just want to use the magic animation of that mod, not the whole ninja style animation. (doesn't suite my mage you see

)
You could use this to do that. You would use split_kf to split apart the default xbase_anim.kf file and also the x_base_anim.kf file that came with the ninja animation mod. Then you would would copy over the specific sequences from the ninja mod to the folder with the default animations. Finally, you would use merge_kf to build a new xbase_anim.kf file and put that in your Data Files/Meshes folder.
QUOTE(A1x2e3l @ May 19 2008, 12:46 PM) [snapback]12262156[/snapback]
I have tried to use newly generated kf file with my source files ("base_anim_femal.nif" and xbase_anim_femal.nif): the result was corrupted animation. There should be some tricks, I hope that LizTail will teach us.
You should split the KF files, not the NIF files. The NIF files can remain unchanged.
QUOTE(RX31 @ May 19 2008, 12:58 PM) [snapback]12262200[/snapback]
This looks like clever solution to replacing an anim sequence here and there.

I was considering a different approach using a maxscript, but this looks quicker. Many thanks for sharing.
Thanks =)
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Edit: By the way, hasn't any additional bones been added to NPCs successfully? I thought Axel added a couple of bones. Almexia also has a number of additional bones, some ponytails, I think.
You can add additional bones as long as they come from the list above that Axel posted. So the approach taken so far has been to repurpose the extra finger bones that are used in the 1st person animations but not in the 3rd person animations to other parts of the body. I wanted to use them to add twist bones to the wrists, similar to those found in Oblivion, but since the arms are also seen in first person I would need to make more drastic changes.
QUOTE(Symon69 @ May 19 2008, 03:12 PM) [snapback]12262742[/snapback]
Excellent, I've been waiting for this Shon!
Now all I need is a proper internet connection and I can give it a go.
Thanks, I'll be glad to get some feedback =)
QUOTE(peachykeen @ May 19 2008, 03:52 PM) [snapback]12262849[/snapback]
Oh, my god. That's the best thing since, like, Morrowind.
Thanks much, if that works well with my Max I'll finally be able to change the anims without all that KF bs.
Well, I don't really think it's that great at the moment... command line programs certainly aren't very useful to most people. But thanks! Hopefully my friend will be willing to write a GUI for it. The original idea was that people could distribute animation mods as multiple KF files, one per sequence, and then the user could pick and choose which ones they wanted to apply graphically. But I'm not terribly experienced with GUI stuff so if I have to write it myself we could be in the next ice age before it's done

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