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DizzasterJuice

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Posts posted by DizzasterJuice

  1. You can replace the head with anything you want, but unless you morph the original vanilla head keeping all the vertices the same, then rebuild the egm, it won't be able to move its lips to talk, can't blink its eyes, and it will have no emotions at all.

     

    I have not compared the Skyrim head to the Fallout head but I'm going to guess that they have different verts. If so, you can import the Skyrim Khajiit head to Max or Blender. Then import the human head from Fallout and clone it as a copy. Turn both meshes to an editable poly, then use conform modeling tool to wrap the cloned human head to the Khajitt head. You may run into problems around the eyes and mouth that need to be tweaked. Then copy and paste the skin modifier from the vanilla Fallout head to the clone head. Add a dismember modifier on top of the stack, select all polys as "head" and export as nif. You can find the egm conversion tool on the Nexus to make the new egm. The whole process might take a few hours unless you have to tweak stuff.

     

    Like I said, the head is the easy part, it's the digitigrade legs that are too much work. Also, I would check with a moderator about using the Khajiit head, otherwise you can soft select model it from the original head.

  2. A race refers to a human that use one of 4 bodies, heads, hands, and skeleton: male, female, male child and female child. You can morph a head, meaning you can change it as long as the vertices are exactly the same. But if you morph a head, you have to rebuild the egm file for the expressions and lip sinc to work. Morphing the legs is a different problem. You would have to build a new skeleton and the kf (movement files) thus a new creature. That's why the Khajiit have human legs instead of cat legs.

    At one time I was seriously thinking of taking on a project to recreate the cat legs from my Minkie Cats (NSFW) for Skyrim but once I found out how much work was involved I put the project on the back burner.

     

    I believe (correct me if I'm wrong) that Bethesda has an understanding with Nexus that you can not use assets from another game including their own games.

  3. Like devinpatterson said, that's not something you can publish on Nexus, but you can do that for yourself on your own comp. You need to use a program like Blender or Max to convert and rig the meshes. There are tons of tutorials online.

  4. I downloaded it to get a better look at what's going on. You need to use Copy Branch and Paste Branch instead of Copy and Paste. Also use Remove Branch instead of Remove. Using Remove will remove only the parent and leave the children separate under the root. So first you have to Remove Branch all of that extra junk until it looks like the top picture when collapsed. Then you need to re-name everything that you pasted under a new name like in the 2nd pic. It will not work if anything is named the same as a bone like what you have now. Anything named BP01 is a bone and can't be used for a shape name. Re-name the one I have highlighted and all of the other ones you pasted. Looks like a dozen or so need to be re-named.

     

    http://i.imgur.com/p8nGCVw.jpg

  5. Sorry, Blender is such a clumsy program in comparison to Max or Maya that I'm more used to and I honestly don't know it as well.

    In Nifskope you can also reset trans by right clicking on the object you want to reset and Transform > Apply.

  6. In object mode, ALT+G resets trans. ALT+S resets scale and ALT+R resets rotation.

     

    Edit: In Max it's Utilities tab, then Reset XForm and it resets all 3 at once. I'm not sure if Blender has it where you can do all 3 at once so you may have to do the 3 different resets.

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