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Everything posted by BlueCrimpson
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wow, sounds like a major pain. the skeleton that's in the horse nif really sucks to work with, maybe just because i cant figure out how to align the bones like an actual skeleton. if i altered the skeleton anyway, it probably would mess it up in oblivion. so anyway... i just decided to get rid of the skeleton all together and rebuild it to make animating easier. i know it wont work in oblivion, but maybe i can figure out how to use the default skeleton later, after i get some animations i like. or maybe i can replace the skeleton all together... i have no idea as i haven't looked into it yet. I did get the horse put together and built a new skeleton and i'm about ready to start animating... im really new to all this but im picking it up quickly : ) i'm still figuring how to properly rig the mouth and eyes. (Slof's horses have open mouth, teeth, tongue, and eyelids... not sure but i don't think bethsad's do)
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ok that worked well... it took me a while to snap it, for some reason it wanted to snap in different places other than how i wanted it to. but i got it. I think it's because im using Sloff's Horses, and i also had to clear the shape keys from the head before i could join the meshes. i had another question but i figured it all out. thanks!
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YOU ARE AWESOME!! thank you very much!! I was just thinking of trying it a similar way but i'm still learning blender and there are a few things you explained that i didn't know before. thank you so much! now i can rebuild the skeleton and start animating : ) it's funny, im learning how to rig and pose before i really learn how to model : p
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Ok well that doesn't seem to work. Im trying to load an entire horse. so first i load the horse body, select the armature and try to load the horse head like you say to do. blender keeps saying error "nif has no armature 'scene root' ". so the head has no armature to line up with that of the body i think... I've tried different loading options, i cant figure it out : /
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Blender question. Could someone please provide me with a tutorial on how to load the body parts of a creature or person and connect them properly so that i can animate? i can load, but they dont automatically position (or i dont know how to tell blender to do that) so i have to position the parts myself. so i snap the meshes together right? but im having a hard time positioning the parts seamlessly... any tips?
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Two questions. First, how do i get a complete horse mesh+skeleton to import to blender? i've already unpacked the horse meshes in the bsa, is the skeleton already in the meshes? and how do i attach the head when i import that separately? Second, is there a more appropriate forum for asking "how to" questions regarding modding oblivion in blender? such as posing and modeling? i've been viewing lots of tutorials but i'm still having lots of questions regarding blender. would anyone mind tutoring me?
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I cant find anything on this, so hopefully i'm not requesting something that already exists. I would very much like a mod where you can freeze a live or dead npc and pose it with the grab key. I thought you could do this with a dead npc by using the console and toggling AI and clipping, but if you toggle AI you cant grab, and if i toggle clipping they fall through the floor.... I already use Freehand, and GrabLiveNPC... These aren't what i'm looking for. being able to grab and pose monsters would be really nice as well.
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Construction Set Question
BlueCrimpson replied to BlueCrimpson's topic in Oblivion's Mod troubleshooting
Another question if anyone could answer this for me. how do i add cosmetics (hair eyes) to another plugin without that conflicting with the original plugin which i added the hair and eyes from? ie. i want to change the hair and eyes of a lot of npc in the game, the only way i've been able to do this is by using TES4Gecko to combine plugins. simply loading the cosmetics mod along with the active file in the construction set doesn't work for some reason. It appears to work in the construction set but then when i save the plugin with the modified npc, the hair and eyes dont show as NONE in game. what am i doing wrong? -
Ok so i deleted NPCHumanGaspMale in the Sound list. I didn't want to hear that sound that a particular mod was using, but for some reason that mod will no longer play the rest of the sounds that it should. how the f*** do i get this back without replacing the esp file? i even backed up the esp before i did this and restored it to try and fix it. it's still showing its deleted. I think it belongs with oblivion.esm but only the one mod is showing its deleted, so the change was saved to that plugin right? so why didn't restoring the esp file fix it? how do i restore this sound?
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you bet i'll share things that i figure out, but i feel i dont know enough yet to be able to share much. i just learned how to import a skeleton with a kf attached and then i'm able to import the body meshes and have them attach themselves automatically to the skeleton so that when i pose the skeleton i can see the actual body pose too. i'm still figuring out the key frames and i've yet to make a successful character animation but i feel im getting close. I'm using blender version 2.47, the bundled package off tessnexus. i was unable to find the answers to my questions... will it be unlikely for me to get this kind of help here?
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I'm really getting into blender, just trying to figure everything out still. i've been watching and reading a lot of tutorials but i can't find much focused on oblivion animations/ skeleton rigging. if there's anywhere i could get better help, let me know. otherwise i'm going to keep asking blender/oblivion questions here. so when working on animations that involve pairs, where do i find the data that tells the game how to align the characters so the animation plays correctly. i've noticed paired animations are split into separate kf files for the corresponding character. i'm having trouble getting two skeletons with their corresponding kf files into blender and displaying the animation as it would show in game. can i only edit/play each character individually? if so than how do i know how they will align correctly in the game? another question. where do i find facial expression data? do i have to unpack a bsa file to get the head mesh into blender or is there an easier way?
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I've been watching and reading all kinds of tutorials on blender but there's still a lot i dont know. I'm serious about this, I'm not just fooling around. so here's my question. I can't figure out how to get human animations from oblivion to render and display correctly in blender(ie. walking). i know i have to import the skeleton.nif with a .kf file attached, but how do i go about loading the body meshes and have everything attached then have the animation display as it would in the game? More specifically I need help figuring out how to work with animations that involve pairs(ie. shaking hands or hugging). if i have an animation that involves two humans, do i have to animate them separately or can i animate them together? if i can animate them together how would i go about loading the required files into blender? any help would be greatly appreciated. I've looked and looked but i cant find any helpful tutorials on this.
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Please help merg Esp files for Ultimate Sexlivion!
BlueCrimpson replied to BlueCrimpson's topic in Oblivion's Discussion
I've been trying different priorities but i just cant seem to figure it out. I've tried merging all three then editing the esp in TC, deleting the duplicated world space stuff and messing with the scripts but i keep messing it up, and i cant seem to keep the English translation. i think the BP esp is in Japanese and the Girl esp is in German, it gets really screwed up. I actually don't need the BP in there, i can just edit the finished esp and add hairs and stuff myself if need be. All that's important is merging the English Esp with the GirlV6 and keeping all the English script. please use *snip* The link for the GirlV.6 Esp is the page you download it from. The link is at the bottom of the page at the end of the description, it looks like - Обсудить на форуме. - *snip* *snip* *snip* *snip* I would like to help if there's anything I can do, I'm learning how to do this on my own and I don't know a lot but I can do some stuff and I'm very interested in learning how to do this. -
Please help me combine these three sexlivion mods, i'm having a really hard time doing it myself. whenever i test in game i find that it's loading duplicates of everything which is causing problems. I just dont know enough to be able to do this right, i cant seem to find and delete the duplicate word space items using the construction set. i used Gecko to combine but it writes the esp so it loads two or three of everything. here are the links to the three .esps i need merged please. *snip* You will be my hero and we could upload this for other sexlivion users. the animations work on both sides on the new girls version, it would be ultimate if it was merged with translated version and BP version.
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yeah there is, its one of the eye candies... i think its packedged with "reduced breast size"... one of those mods have three sizes to choose from... myself i'm not sure how big the x-large size is...