Using motion capture data in Oblivion animations is
|
09-04-2006, 09:46 PM,
|
|||
|
|||
Using motion capture data in Oblivion animations is
The Forgotten Ones have returned.
|
|||
09-04-2006, 09:49 PM,
|
|||
|
|||
RE: Using motion capture data in Oblivion animations is
Quote:Originally posted by Arbiter:bananarock: :banana: this also means I can make... a MARTIAL ARTS MOD! kicks... punches... locks... grabs... YEAH! |
|||
09-05-2006, 04:12 PM,
|
|||
|
|||
Yeah!
And animations for new creatures :bananarock: :banana: And speaking of new creatures, check out Grimdeath's new creatures. Link: http://www.elderscrolls.com/forums/index...pic=550649
Akavir mod leader.
|
|||
09-05-2006, 04:39 PM,
|
|||
|
|||
Wow, those might be useful to include in the Beyond Cyrodiil mods...
|
|||
09-05-2006, 06:11 PM,
|
|||
|
|||
Yes they would
![]() For example: the Karstaag model (the Frost giant from Solstheim) would be perfect for the Skyrim mod :yes: Some of their modelled creatures will need new animations, like the Kwama Worm and the Dreugh, but most of their new creatures use existing animations. We could expect over 20 new creatures, the first release will have 10 creatures :dance:
Akavir mod leader.
|
|||
09-05-2006, 06:44 PM,
|
|||
|
|||
yeah they are... I mean Cryo_ and cryonaut are already great helpers to Vvardenfell before the lore creatures project... but Golden Saint, Durzog, Kwama, Nix-hound,etc.
and that were-croc for Black Marshes... yes, very useful |
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)