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Post by HotWingsFTW on Mar 16, 2016 3:35:20 GMT
The organizer can be found here: xenoversemods.com/mods/eanorganizer/The instructions/tutorial is here: xenoversemods.com/forums/topic/modify-animations-in-blender/#post-165309I've messed around with this tool for a couple of hours now and haven't really gotten anywhere in regards to what I'm trying to do. I tried to follow the tutorials to the best of my ability, but I still feel quite lost. I'm pretty much trying to add SSJ4 Goku's tail animations to Vegito's moveset. I think the problem is that I don't know which of Vegito's bones would correspond to tail movements (if he had them). I tried applying SSJ4 Goku's standing animation to Vegito's pelvis, base bone, and pants, but it didn't seem to make any difference. Any additional help would be appreciated
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Lord of Disruption
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Post by Val E Ryon on Mar 16, 2016 6:37:03 GMT
The trick is to apply all of Vegito's bones with bonefilter to Goku's ean and renaming it VTO.ean when you're done.
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Post by HotWingsFTW on Mar 16, 2016 16:02:12 GMT
The trick is to apply all of Vegito's bones with bonefilter to Goku's ean and renaming it VTO.ean when you're done. I'm still kind of confused. I sort of know how to apply animations to bones, not the other way around. And saying to add the bones to his animation is also confusing considering that Goku's entire .ean is composed of many smaller animations. Which of his animations would I apply them to? I'm also having an issue where the <indexBone1_notIn> command refuses to actually exclude the bone indexes that I specify; it still puts all of them in the bone filter. EDIT: Figured out the <indexBone1_notIn> issue.
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Lord of Disruption
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Post by Val E Ryon on Mar 16, 2016 16:20:25 GMT
You don't "add" biones to the animation, you replace the bone references inside of GK4 (for example) with the ones from VTO. VTO doesn't have a tail, GK4 does. The tail animation needs to be intact, you only replace all other bones with the ones from VTO. And for what animation? Every. Single. One. Or what did you expect?
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Post by HotWingsFTW on Mar 16, 2016 16:32:48 GMT
You don't "add" biones to the animation, you replace the bone references inside of GK4 (for example) with the ones from VTO. VTO doesn't have a tail, GK4 does. The tail animation needs to be intact, you only replace all other bones with the ones from VTO. And for what animation? Every. Single. One. Or what did you expect? I think I got it! I managed to get the tail animation on Vegito's standing animation But as you said, that's only one of many, MANY animations, but it's a start, right?
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Post by HotWingsFTW on Mar 16, 2016 16:55:21 GMT
Okay. One last, small problem. I think I've gotten how to add the tail animations. However, using those edited animations results in the fighting style not being a perfect swap :\ I tried combining the edited .ean with the .cms editing method of swapping movesets, but that just results in me getting Vegito's moveset that is, while swapped perfectly, devoid of the tail animations. Any way to get the tail animations AND Vegito's correct moveset in the .ean?
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Lord of Disruption
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Post by Val E Ryon on Mar 16, 2016 17:03:52 GMT
Why would you want to edit the cms when you already have an editted ean? Edit the ean and everythink will work, no need to alter the cms.
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Post by HotWingsFTW on Mar 16, 2016 19:19:21 GMT
Well as a preliminary test, I decided to just start by replacing Goku's attack animations (50-75) with Vegito's to see if it would have the desired effect; obviously it didn't. So I'll finally take your advice and do all of them I'll get back to you with the results. Also, perhaps I should just start addressing all of my threads to you personally, as you seem to always answer them all
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Post by Val E Ryon on Mar 16, 2016 19:26:09 GMT
I really don't have all the answers you may need, and to tell you the truth the ean organizer is not necessarilly my strongest topic. I discovered the inital steps on how to add a tail to an ean that didn't have one, but when I saw that the tail is working I lost interest, I never completed it. I told the others how to do it and was done with it. Since then Olganix improved the organizer a lot, I should catch up on what he did myself before giving you more advice UTtank aka SuperHuman and Komodo have worked a lot more with the organizer now than I am, so if you run into issues they are better suited to help you out.
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Post by HotWingsFTW on Mar 16, 2016 21:07:39 GMT
I really don't have all the answers you may need, and to tell you the truth the ean organizer is not necessarilly my strongest topic. I discovered the inital steps on how to add a tail to an ean that didn't have one, but when I saw that the tail is working I lost interest, I never completed it. I told the others how to do it and was done with it. Since then Olganix improved the organizer a lot, I should catch up on what he did myself before giving you more advice UTtank aka SuperHuman and Komodo have worked a lot more with the organizer now than I am, so if you run into issues they are better suited to help you out. Thanks, I'll get in contact with them. Thanks for the help!
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Post by Deleted on Mar 16, 2016 23:37:20 GMT
this is my go-to reference for tails
Load VG4.ean Load HUM.ean AddAllBoneInFilterFor 0 120 121 123 124 125 126 127 128 129 CopyPasteRange_WithBoneFilter 1 0 0 81 Save 0 NEW.ean
This is super simplified, and only accounts for aniamtions with the full index range
Let's break this down, first "AddAllBoneInFilerFor" Here we are selecting every bone for the source file that you are not okay with replacing the range I found for the tail bones is unique to VG4, 120-129
to find this range type GetBoneList 0
You're looking for the index number (left) of each X_Tail bone (9 in total)
So lets say they are 110 - 119
AddAllBoneInFilerFor <animation index of the tail source> 110 111 112 113 114 115 116 117 118 119
Now, CopyPasteRange_WithBoneFilter -- this is the fastest command possible, it copies and pastes a range of animations by index with the bone filter (every bone apart from tails)
The animation source is 1 in this case so we're really just copying the body animation on to the tail animation
I used the full range animation range (0-81) because VG4 and HUM both have no exclusive animations (most will for skills) so you have to copy and paste around them with basic commands
Then we save the tail source as the new animation. Because you cannot copy bones that don't exist, you have to copy everything else into an animation WITH these bones.
If you need to put a tail on a skill animation that you plan to keep, CMN.tal.ean is a great source for tail animations if you can use that, if not you may need a blender edit to fix the animation length to match the skill.
Alternatively, there is probably a tailed version of the animation for Frieza race somewhere that you may be able to bonefilter on to it.
I kinda skimmed over this because I'm very busy, but I hope this is what you're looking for. If you need to use this with someone else's moveset (if the animations don't match) use mugen's CMS (?) editor and set BAC and BCM to "../XXX/XXX" <--- where X is the desired skillset and leave everything else as is
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Post by HotWingsFTW on Mar 17, 2016 2:31:46 GMT
this is my go-to reference for tails Load VG4.ean Load HUM.ean AddAllBoneInFilterFor 0 120 121 123 124 125 126 127 128 129 CopyPasteRange_WithBoneFilter 1 0 0 81 Save 0 NEW.ean
If you need to use this with someone else's moveset (if the animations don't match) use mugen's CMS (?) editor and set BAC and BCM to "../XXX/XXX" <--- where X is the desired skillset and leave everything else as is These did the trick!!! I finally have Vegito's animations perfectly swapped AND with a tail. Thank you so much for your help!
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Post by vgx2016 on Mar 21, 2016 2:20:39 GMT
Some help here please, i manage to ad the tail animation to bardock but for some reason the tail disappears and appears again it continue doing it... what do i need to do to fix this?
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