so any ideas on extracting animations?
or maybe the new demo will allow us?
so any ideas on extracting animations?
or maybe the new demo will allow us?
Moved to M2TW modification.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
Will it be able to mod new factions
well this is about using the IDX extractor. once M2 is out, im sure there will be a turorial perhaps to mod new factions. (adding new factions right?)Originally Posted by DreadMaster
I think this deserves a research wiki?
Hi All
The animation files are in a bit of a different format from RTW ( as well as all biped figures having different skeletons - no cloak bones and additional bones for jaw, eyebrow and two clavicles between torso and upperarms).
The initial part of the animation files are the same, with no. of frames, no. of bones, frames x bones x quat values for rotations, but then there frames x bones x local translations (but this also includes the 'Y' or perpendicular to ground plane movement of the pelvis bone). After this there are frames x 'X' and 'Z' values for movement across the ground plane by the pelvis.
Without having to understand all the above, the short answers are, it's pretty unlikely you'll be able to use MTW2 animations in RTW and unless you can set up new skeletons in MTW2, you won't be able to use RTW animations in MTW2. All the meshes designed for RTW will have to be reskinned to fit MTW2 skeletons.
The CAS extracter won't work on the new animations without being modified.![]()
Sorry for being the bearer of bad news![]()
cheers
GrumpyOldMan
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