CLAIM: Crucial Animations
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07-29-2009, 09:55 AM,
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CLAIM: Crucial Animations
We currently have 2-3 creations that could really use some animation work.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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07-29-2009, 10:35 AM,
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RE: CLAIM: Crucial Animations
Quote:Originally posted by Ibsen's GhostThis will definitely be the trickiest bit. I've looked into creating flying creatures sevral times now, and all ideas have had enough drawbacks to make them unusable. I did have a brief discussion with SaidenStorm at one point, but if he can't manage it, then I imagine it can't be done. Also, before anyone mentions Saiden's Akatosh mount - it's controlled by the player, which is why it can fly. |
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07-29-2009, 10:40 AM,
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I'm pretty sure Drake has had more success....but I have no idea about the technical details....
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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07-29-2009, 09:04 PM,
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http://thewormhole.nfshost.com/forum/ind...256.0.html
He's working on some really interesting flying ideas. He has a video of his progress within the thread I linked to above. But he doesn't say anything about having an NPC fly alone - the NPC must be mounted on a creature that flies. I was thinking just briefly and thought of a possible idea though (very, very, rough idea - may not work and not fleshed out all the way): What if the sarpa do have to mount something in order to fly, but not in the usual sense? What if the mount is actually just a pair of flapping wings that are aligned to where the sarpa's usual wings are? When the sarpa mounts the wings (somehow make the mount wings invisible until they are mounted - might need to have invisible mount wings follow the sarpa NPC's so that those NPC's can mount those wings at moment's notice - have to do via script), the sarpa's usual wings (and wing skeleton bones) are scaled to zero so that they disappear and the flapping wings take over. The rest of the sarpa's body doesn't have to really move while flying, neither, or you can pose it into a Superman position. Then with QQuix's ideas implemented, you might get NPC's to fly realistically. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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07-29-2009, 09:32 PM,
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Interesting...although a little over my head on the technical details...
![]() I don't want to burst the balloon but TMJ's Sarpa were originally designed to be the 'fallen chosen ones' of the Hist and as such don't really need to fly that well. They could just use the imp animation which I think was the last suggestion made before the whole subject of Drake and his mod arose. The big problem to me is how to get the facial animations working for speech....I know it's possible for them to speak without lip movements but it would work much more effectively if there was some kind of animation there.....and animations are the big, big difficulty for any mod of this type that has ambitions with new races.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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07-29-2009, 09:50 PM,
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I've never worked with facial morphs and getting them to work exactly when the NPC speaks. So that's an unknown area to me.
Maybe get them to simply open and close their beaks and move their tongue a little when talking? But I can't think of how to implement that right now, due to my lack of experience with talking morphs/animations. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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07-29-2009, 10:21 PM,
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for the "failed" sarpa, why not have them fly instead of running? sort of glide along at around head height?
An Old Man is sitting on a Bench eating Soup. He is a fool.
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07-29-2009, 10:22 PM,
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As I understand it, the bulk of the work of getting facial morphs done for a new race is actually creating the morphs themselves - the implementation shouldn't be too tricky. I've never actually found the time to do this myself, however.
The community's resident expert regarding new heads is throttlekitty. He's actually got a tutorial on TESNexus for facial morphs. I've also got a text file from a conversation I had with him over at #TESModdersDen with some details on how to get them working. |
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07-29-2009, 11:55 PM,
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Quote:Originally posted by nick_op Ok, I found the "Adding Eye Morphs to FaceGen" file on TESNEXUS, and have downloaded it. No clue when I'll be able to go over the instructions, though. Thanks nick_op. Btw, is it possible for me to get a copy of that text file between you and throttlekitty, just in case? If so, please PM it to me. @ Ibsen: I think The Modax Jago is doing the skeleton rigging and animations for the sarpa (that bird person). But he doesn't log onto here too often, so it's hard to say what is going on. I think doing facial morphs should come last after TMJ is done. Otherwise TMJ might end up doing a change in the vertex count of the sarpa head that would fubar morphs, if I attempt to make changes before he's done. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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