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McMutton

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Everything posted by McMutton

  1. It won't look THAT bad if the weapon's held in the other hand. While waiting for a solution to that, I started the walking animation. There's just a bit of a hang-up that needs to be dealt with.
  2. If there's no way to mirror the animations, then we'll have to settle for the weapon being held in the opposite hand than intended.
  3. Sheesh. The spoiling preview doesn't really show how big that thing really is... o_O
  4. Nevermind. Found it. This is partially annoying and partially useful, actually: As soon as I make a post asking a question, I'll find the answer within the next ten minutes. =_= But I do have a second question: Is there any way to mirror animations in Blender?
  5. Right, so I got everything working! Yay. And then I realized that I have the whole thing the wrong way! Boo. T_T
  6. If the mesh merely had its vertices moved into a different shape it wouldn't need either. And you can always re-use a texture.
  7. As per a request, I'm working on some new sneak animations. I made the idle using Blender, and exported it using this tutorial: http://cs.elderscrolls.com/constwiki/index.php/Blender/Creating_a_Character_Animation I did everything that it said to do concerning the export and such, and then replaced the original sneakidle.kf with my own. Unfortunately, it seems that the animation was rotated 90 degrees clockwise, and is clipping through the ground. With that, I went back into Blender and fixed it- Or so I thought. Repeating the process, I ended up with the exact same thing. Now, the tutorial I'm using says that, should this happen, I would need to edit it in NifSkope. The problem is, they're using a different version, so everything's completely different. Specifically, this bit here down in Part 5: http://cs.elderscrolls.com/constwiki/images/f/f3/Charanimtut15.jpg Anyone know how to follow that bit for NifSkope version 1.0.22?
  8. Ah, got it. I had the wrong thing in the NiControllerSequence field. Although now I can see that only one frame was exported.
  9. Nonsense, Pavy. Poke into my business in this thing all you'd like. Right, so following this tutorial: http://cs.elderscrolls.com/constwiki/index.php/Blender/Creating_a_Character_Animation I've made the animation in Blender: But after importing it into the game, it doesn't work. The character uses the normal idle rather than this one. What could be some possible causes?
  10. As soon as I post, of course. Why can you not delete posts?
  11. That's not a crappy sketch. It's pretty good, actually. It's also the same idea I had, so there.
  12. The problem with trials is that, well, they're trials. I decided to just doom myself and go with Blender which, by the way, is the bane of my existence.
  13. Well, I'm attempting to learn how to deal with Blender in order to create new animations. I think I'll start here.
  14. Very nice, the reefs and the voice both. The only critique I would give is that the voice is a bit too quiet.
  15. Hmmm... So why is it that long animations mess stuff up?
  16. I use those two, and it works fine for me.
  17. Perhaps I could do the slow motion bit a la Deadly Reflex, and make the attack animations fast enough to make it appear that the player's speed is normal?
  18. I mean, I wish to make it, but I'm not sure if it's possible. So I just need some confirmation.
  19. There's this Zanbatou here: http://www.tesnexus.com/downloads/images/22257-1-1233371863.jpg Available in this mod: http://www.tesnexus.com/downloads/file.php?id=22257
  20. So I'm going to try my hand with animations, now. Currently, I have two problems: One, I despise Blender. Two, I can't afford 3DS Max. Is it possible to use that NifBlend tool on NIF's exported from Gmax? Is it possible to follow Seph's animation tutorial with Gmax? Or will I have to suck it up and just use Blender?
  21. I was throwing this idea around while considering an animation replacer that I would make. You have a set of special attacks wherein, while in combat with a near enemy, pressing a certain key would lock that enemy (They'd be unable to move away, block, or interfere with the attack at all), and your character would perform a powerful special attack in the vein of Fire Emblem specials and criticals: Like Eclipse http://www.youtube.com/watch?v=qrmuATvklKA Or Colossus http://www.youtube.com/watch?v=Lw-5aZ9XZQw Which may or may not instantly kill the target, and the various attacks may or may not be specific to the actual weapon (Axe, sword, hammers, two handed versions thereof) rather than the weapon type (Blade, Blunt). And perhaps as you gain levels in a weapon's corresponding skill, you gain access to more and more powerful specials. Of course, there would also have to be a way of limiting the attacks' use.
  22. I'm pretty sure Deadly Reflex has this feature. When you first use it, you're prompted to select a hotkey for standing/moving dodges.
  23. Holding down the third/first person toggle key allows you to rotate the camera around your character. (Twas a secret to me, at least.) Opening the console and typing 'coc aleswell' will take you to a dummy cell that contains a bear trap called Azol's Merciless Maw.
  24. http://tesnexus.com/downloads/file.php?id=33719
  25. Nothing special. I just need you to make sure that everything shows up properly.
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