Jump to content

mrgahdoh

Premium Member
  • Posts

    14
  • Joined

  • Last visited

Everything posted by mrgahdoh

  1. Since I use the scanner so often. It would be really nice to either just remove the gradient on the sides, or take the file and resize it. I'd do it if I knew how. I probably just would need to find it in the creative kit somewhere. Any thoughts on this one?
  2. This was driving me nuts. You solved the riddle! Thanks.
  3. Currently the default EQUIP sound for weapons is not classified as an EFFECT, and subsequently is not ajustable with the ingame menu slider under audio. If someone feels like wipping up a quick mod to rememdy this I would super appreciate it. I like to have my effects slider turned way down, with voices and music much higher. Cheers!
  4. Well, with 2010 release I was able to open the female skeleton. But there is no way to export it and the Maya plugin is only an exporter. So looks like this is a dead end, and we'll have to get the skeleton out of the .nif file. Doh... However, You'll need the plugin to export as a .hkx once you're done. So it's one piece of the puzzle at least.
  5. Possibly, since you can definitely export .hkx files from Maya/XSI/3dsmax right now with the plugins. I'm following up a new lead as well. I opened the .hkx file in as a text file and found that it was created with HAVOC 2010 2.0. I had the latest version (2011), which is likely the reason they aren't compatible. I'm downloading this older version of Havoc to see if it works. I'm really hoping there's a way to export out a skeleton from these Havoc files but, it's looking like a slim chance at this point. Although... there is a Save AS option in the Havok Tools Framework app. So we'll see.
  6. Hm, Well I'm trying to open .HKX files with the Havok Tools Framework program, but for every file I exported from the .BSA I get an error saying "wrong platform for packfile." :confused: Looks like there was a plugin for Maya though, so going to investigate that. edit: the maya plugin is only an export plugin. so still no way to open these files. arg :dry:
  7. I just copy-paste- yes I copy-pasted the link, BUT. I know I never played onehander, but seriously, he's just replacing the 2h animations with one-handed ones? I pretty much thought these were custom ones. Is this really so? For a second there I "had hope". Ya, they are not custom. He's just over-writing the 2h animations with the 1h animations for certain swings. There is another mod that replaces the idle for dual wield as well, which prevents the jerkiness when looking around (since the game blends between the arms down in the rotation anim and the arms up in the idle animation; which was a HUGE oversight by Bethesda)
  8. Calubri, the youtube link doesn't seem to work properly is what I meant. It's showing up as a video I watched on youtube a few hours ago actually... Ghogiel linked it though, so I see what you were talking about.
  9. Ah ya that link works. Actually, the current animation mods don't provide custom anims. They are simply renaming the 1h anims and over-writing the the 2h anim ones. So that when the game calls the 2h animation to play, it uses the 1h animation (hopefully that makes sense).
  10. Bump, this guy's made it already? But how??? http://xxx.youtube.com/watch?v=jiekyNpONss&list=HL1321867661&feature=mh_lolz Uh... that video is not relevant at all to this discussion. Mis-paste?
  11. Ah I see, that does make a bit more sense. I'll have to tinker around a bit once Havoc finishes downloading and see what I can work out. Unfortunately, I've never worked with Havoc in a professional setting; primarily with the Unreal Engine, so need to get a bit more acquainted here. -cheers
  12. Downloading the Havok tools now. Will see if I can open any of .hkx files on my end. However, it seems the skeletons aren't in the .hkx files, since you referenced .nif files somewhere else that contain them (and that there is currently no way to get those into maya at this time). Building a control rig is the easy part, it's the import/export which I forsee being difficult. I wonder if the creation kit will make exporting skeletons easier... hm. -cheers
  13. Alright, was able to open the .BSM with the fallout manager and I see the animList for each character 1st and 3rd. However, it looks like every file is a .HKX, which pertains to the HAVOK SDK system. Ugh. Need to look into how Havok handles importing and exporting from Maya. Thanks AlphaDragoon. -cheers
  14. Hey everyone, I'm hoping somebody could point me in the right direction for exporting skeletons and meshes out of Skyrim so that I can create custom character animations for 1st person and 3rd person. I'm a professional game animator and would love to spend some of my spare time redo'ing some of the poor quality animations along with adding new weapon animations (thinking staff and martial arts to begin with). However, I'm not sure where to start since I'll need the base files in Maya. If someone could point me in the right direction I would appreciate it :) -cheers
×
×
  • Create New...