Why do you keep on assuming that I'm using the copy paste method because it's the only way I know how? You really think I didn't try using KFUpdater when I started working on my handgun animations? I'm not the only one who's got problems with KFUpdater when working with FONV gun animations. Invalidfate from F3Underground also complained how KFUpdater didn't have the gun nodes when exporting firing animations. When I released the first version of my mod, someone asked me how I worked around the missing nodes problem with KFUpdater. I told him, I didn't use KFUpdater, I did it the hard way...It just does not create the gun parts nodes, how much more do I have to explain to you?
First off, I think your confusing KFUpdater with the NifTools Exporter, though I could be wrong here and your confusion just exacerbates my confusion with what your saying.
But if not and you really are that confused.
Ug, another guy who thinks a program is somehow magic -> Its not suppose to add missing nodes -> if you did not include them in the Max Scene and set them up correctly for export they did not get exported there for they do not exist and that was your fault ! not the KFUpdater..... that excuse actually borders on the inane -> I didn't know it wasn't a magic program !?! WTF why does it not just do all the work for me.
Like I said, KFUpdater didn't work well for me, for my purposes (which is gun animations). If someone was gonna ask me, "Hey, how did you make your firing animations or reload animations for your mod?" do I recommend to them KFUpdater, knowing full well they'd get into problems with missing gun nodes parts when exporting using that?
Again I think your confusing NiFtools Exporter and KFUpdater.
but if not.
That is your failing not the programs.... clearly, a full understanding of what the program can and can not do is required here -> you can just read the ReadMe files as it explains everything in easy to understand english that most grasp first read.
Anyway, the way I work with animations is faster than what you're suggesting. When I work with gun animations, I leave the useable vanilla animations intact, and animate the body parts that I want to change (usually back posture and arm position). When I work on the animation, I only have the spine bones, neck and head bones, and arm bones loaded. I work with those, export them, then copy paste the data of those specific bones to a working vanilla animation. Animating it takes about an hour, then copy pasting, usually around 10-12 bones into a vanilla .kf file takes about 5 minutes.
Ok, faster for you, fair enough.
What you're suggesting is importing everything into 3dsmax, then working with that. The Niftools plugin for 3dsmax for FONV is buggy,
No its not, clearly yet another failure on your part to understand how to do things correctly to begin with -> the ONLY problem with the NifTools exporter and popping out animations is it still does not correctly read the Bip01/Bip01 NonAccum data but that can be easily bypassed -> the other issue is that it was never updated to export most secondary Controllers which can be an issue depending on what your doing, Material and Texture Controllers are basically whats missing.
if you don't know that yet. When you attempt to import everything, you get missing nodes all over, mostly gun parts nodes and some body part nodes.
Heh !?!, you have to import each part seperately this is not HalfLife all of the nodes do not exist in one file they are all seperate, also if you want the bone nodes for weapons (Or Anything) to survive import you have to tic import skeleton this will preserve all nodes and not optimize them <- this was done on purpose and also its covered in the NifTools web pages tutorials -> read them maybe.
The problem with you is you assume too much. You'd realize this if you actually made a weapon animation overhaul for FONV.
Actually if you had even a clue as how to use the programs available you would realize that its not all that complicated and that Bile your spewing about every anim needing 60-70 weapons nodes all added to each sequence is rubbish as most anims only service at the most 1-3 weapons (even with you adding a weapon) so ONLY their nodes need be present and not all of them need direct controlling for every sequence, this is not that difficult I teach exactly this to first year students and even at their tender age of 10+ most grasp the concepts rather quickly -> even my son at the age of 6 can work in max and create working compound exports -> not hard.
I am failing to see:
1) how even if you did re-hash every single character animation how that makes any difference to what I am saying (which has nothing to do with the quality of your work or in this case Beth/Obsid's work with your copy/paste thrown in) but has to do with the method employed.
or
2) how somehow your work is by proxy of it including mechanical multi part weapons (not exactly a difficult object to animate) is somehow more advanced then animating creatures (many of which have multi part weapon animations vastly more complicated to any of the basic modern weapons your doing) or new weapons or some random special attack, so much so that I fail to realize just how difficult it is for you to animate something that I animate every single day and instruct others to animate every single day modern weapons are not hard to animate they are mechanical and by nature one of the easiest animated objects to do -> sort of like a door it only moves so many ways, none of which are difficult to grasp.
Using that as an excuse does not fly, but this is you -> you can do as you wish I would only ask that you not make a tutorial for this as that would only cause me issue as there is always someone who knows better then the teacher because they read it online and some guy did it this way or whatever BS excuse they formulate in their heads and it takes them forever to just let it go.
and ofcourse
3) I have created over 3 thousand animations from scratch for FO3/FONV many of which are vastly more complicated then a simple mechanical multiple part object, maybe if you actually tried to create something from nothing instead of coasting off the work of others you would understand why doing things the right way the first time is important -> especially when creating a tutorial on the method employed -> and especially again when you want to overhaul something which entails many many animations.