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mxzero

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  1. Okay after spending a lot of time doing research, and hours banging my head against a wall trying to figure out how to generate animations for creatures using the havok creation tools. I figured I would try my hand at making a tutorial, and touch on as many subjects that I haven't seen covered very well in other places. This is not intended to be an all cumbersome tutorial that covers absolutely everything but instead to lay the ground work for existing animators who want to get into game animation for Skyrim. I do plan on expanding the tutorial at some point to cover more topics but as of right now this is what I have. It's a 9 page pdf where I try to be as informative as possible. I cover getting the assets from Skyrim, setting up your base file, modifying an existing animation and exporting said animation. I don't hang around here much but I'm available most of the time to answer questions over at https://tesrenewal.com under the name Deadman001.
  2. Fighting with a spear is similar to how, I was taught in my dojo's weapon course. Keep the blade pointed at your target at all times, your primary attack is a thrust, and you will use some minor swings as attacks. Also this probably wont carry over to the animations but a good thrust also involves a twist of the weapon to make sure it strikes straight. I sent you a pm, but considering what I'm sure is a charlie foxtrot of an inbox I'll post the bulk of it here, in hopes that you see it. Spears has been a topic of discussion on a number of occasions, over at the skywind forums, and I contacted fore on the topic shortly after joining the team on the topic of independent creatures/custom skeleton.hkx. We have a couple people over there who might be able to spring board off of what you made an improve upon it, though we're currently bust with other things. What I'm getting at here is that we would love to have you drop by and talk about how you did this. As far as your project as a whole I wouldn't bother balancing the weapons, playing with the ai and and all that. Instead I would develop the animation system as best you could and release a single esm with the setup and have people build off of that. Talking shop from what I saw and you wrote you only managed to replace the power attack animations, in the video it also looked like you replaced the blocking animations to all of which are big steps. So basically you did something fore, maker of fores new idle system, was talking about adding into his system when he got the chance to develop it. Well he wasn't talking about anything that pertained to combat but he mentioned it might have it's uses. If you hit him up he could probably help you refine the system and you his to the point where they are completely independent. If you found someone who knows their way around fnis he could probably help you set it up to where it has it's own idle such that you don't need to worry about people having a custom one handed idle, as many people do. Either way looking forward to how you have it set up, and how this helps other people in the long run. Honestly I would prefer that complete alternate animation support comes out of this and we can make proper 2 handed spears. Oh how did you get the 1 handed weapon on the back and use the 2 handed draw animation, this is probably easy compared to what you did but I would still like to know. I need a proper samurai katana.
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