Shank's work
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04-03-2009, 08:38 PM,
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K ill try :yes:
As for race specific idles, that's what ive been trying to figure out as well. That way the akavir races could fight differently form everyone else. It seems possible. This guy seems to have successfully figured out a way to do it----->http://www.tesnexus.com/downloads/file.php?id=19796 I still have been trying to figure out my own way of doing this. For instance, sheogorath has his own unique walking anim somehow, but I cant seem to figure out how they did it ?(. The one way Ive been doing this is by puting anims in the meshes/characters/_male/specialanims folder and selecting the kf file in the npc's animation tab. It works, but it takes a while and you can only have one file with the name onehandidle, twohandidle, etc., so only one type of idles can be used at a time. Right now im trying to fix the buggyness in my animations. Hopefully useing Gmax will help. |
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04-04-2009, 11:58 PM,
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I'm glad to see you are alive and well Shank.
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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04-05-2009, 07:12 AM,
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To change the anims for the player, look for the player npc in the npc list. But for selecting animations for them, the first logical step would be to add an animation file into the idleanim folder and then open up the cs and see if you can select it. But any technicalities after that is out of my knowledge.
There's are also a few other animation replacer mods at tesnexus, 1 is DMC stylish and another is Spell Singer (both allow you to have the animations specific to the player and also the option to replace anim's for all characters). |
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06-19-2009, 09:42 PM,
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Ok! So far makeing anims in GMax isnt that hard. In fact, I find it a lot easier than in blender. However Ive ran into a problem. The process I used to copy paste keyframe data from .nif anims to .kf anims doesnt seem to work. It makes oblivion crash or the animated limb not show up ?(. Any suggestions?
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06-20-2009, 08:52 AM,
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Good to see you back Shank!
No, sorry... idk how to fix that. xD
[TITLE]Akavir co-Leader.[/TITLE]
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06-20-2009, 02:53 PM,
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make sure that its all weight painted? also make sure that all your animations refer back to bones that are named property (as in the anim might be looking for BipSpine01 and the bone is BipSpine02 or something)
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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09-03-2009, 09:37 PM,
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not much progress
http://i702.photobucket.com/albums/ww30/.../idle1.jpg
Here you go. Decided to tackle the Tsaesci idle anim(s) first as they will proly be the hardest. I re-figured out how to animate them in blender since Gmax wasn't working for me so I no longer have the luxury of the undo option. I've been so far re-doing it over ALOT cause I dont want it to look buggy(clipping in game and just not looking right-_-). On the good side, the game dont crash anymore when I try to test it |
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09-04-2009, 02:38 AM,
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That looks great. I've been dabbling with Blender's Animation lately, and everything I've made looks like total crap. Shank, BTW, in Blender Crtl+Z and Crtl+Shift+Z are undo and redo respectively.
Akavir Chief Modeller.
Modeling is easy. Everything else is hard. |
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09-04-2009, 02:39 PM,
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Oh, ok thnx for undo/redo thing(I figure things out by clicking randomly ). That makes things massively easier. Yeh, hand animation is very difficult if you want to make something look fluent.
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09-04-2009, 02:54 PM,
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Nice job! :goodjob:
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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