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SonOfAnarchy13

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Posts posted by SonOfAnarchy13

  1. In all honesty, its very hard to animate like that. Yes you get an imported skeleton with the animations. But the rig(also known as the skeleton) is not set up correctly to be animated "properly and efficiently".

    I mean most of the bones there are named in a Bip manner, Bip is a one click rig creation in 3d Max that requires no rigging (the process of setting up a skeleton to be animated) experience what so ever. All the controls are in place.

     

    So to me, Its not even the proper rig and just the bones when it "should" be a Bip Rig. Not saying the guide is useless, its just not a very good or efficient way to animate for skyrim. The importing and exporting are honestly the only good bit of information in that guide.

  2. As the topic saids. It could be a collaboration between coders or a single person. 100$ to anyone that can do this. I will be willing to up it to 200$ for the quality.

     

     

    I am an Animator only and I know there are a couple Nif importers out there for maya but they are just simply not working for me. I can get the nif skeletons and meshes into 3d max, but they are simply the bones and nothing else. It is a start but pretty much un-animate-able. From my rigging and animating years, it seems from the naming of the bones the rigs are bip, if i'm wrong then they are a skeletal rig that have ik chains,constraints and expressions. I would apply my own controls to the skeleton to make them proper rigs but doing so might not work because the engine might not recognize what controls I personally do and thus the default would be best.

     

    I am wanting a Maya 2012 nif importer and exporter plugin that will import the rigs correctly with all their controls and export properly to be thrown in-game for testing. I know its hard, but hey you are getting paid for it :-p

     

    I preferably want to animate in Maya or Max(if i have to) So a plug-in for either will work. If I don't get someone in a week or so I'll break down and try blender.

     

    send me an email if your interested.

     

    [email protected]

  3. As the topic saids. It could be a collaboration between coders or a single person. 100$ to anyone that can do this. I will be willing to up it to 200$ for the quality.

     

     

    I am an Animator only and I know there are a couple Nif importers out there for maya but they are just simply not working for me. I can get the nif skeletons and meshes into 3d max, but they are simply the bones and nothing else. It is a start but pretty much un-animate-able. From my rigging and animating years, it seems from the naming of the bones the rigs are bip, if i'm wrong then they are a skeletal rig that have ik chains,constraints and expressions. I would apply my own controls to the skeleton to make them proper rigs but doing so might not work because the engine might not recognize what controls I personally do and thus the default would be best.

     

    I am wanting a Maya 2012 nif importer and exporter plugin that will import the rigs correctly with all their controls and export properly to be thrown in-game for testing.

     

    send me an email if your interested.

     

    [email protected]

  4. thanks for the feedback guys, most to all of these were already on my "things to do". And Thanks for that link Greyfox, it'll be stuff I want to do after I get the hang of getting stuff in.

     

    I want to go from simple animations like walk,running, opening doors, ect to finishers and more emotions and movements in "cut scene" dialog which i know there aren't but an example would be Cicero from the darkbrother hood, the guys' crazy but they don't animate him like he is.

     

    Do keep in mind that there are two sets of animations, first and third person. I'll mainly focus on third person for now because you see everyone else more then yourself.

     

    And VRD, I can create the animations, but without a coder/scripter to tell the game "where,when,and what" is climbable and a ledge. It can't be done by myself alone.

  5. What bothers me a lot is that in the first-person animation of sneaky throat slitting my character slices the forehead and not the throat. Maybe it has something to do with different height of my character (Breton)?

     

    You are correct. That is very hard to adjust since I don't know of a way to tell the engine "if your grabbing this "race" it's height is "this" and the neck is "here"

    But with that, I want to slow the slitting down, making it more...nasty to say? and more ninja like!

     

    I like the double dagger chest impale they have in and wanted to tweak that slightly to have the back planted foot to come up and do like a power knee to the corps as its being brought down :-D

    Just one of my ideas of changing/adding animations ^_^

  6. The one that sticks in my craw is Cicero... he's all over the place vocally and he's in a damn Jester outfit, but stands STOCK STILL. Creeps me right the hell out. Actually, a wider variety of idle animations while talking would be fantastic... it's a vast improvement over Oblivion but still the visual image of people standing still while talking just bugs me.

     

    In general, my school is pretty much film based animating so there is a lot of acting needed at the end of the course so with that I want to make conversations more emotional, so like Cicero, I would make new animations for him seeming more...crazy and all over the place with his movments. But yes diff that bugged the hell ouit of me as well. I want to make the game feel more alive.

     

     

    On the topic of animations and finishing moves, daggers need new ones as when you decapitate with them the blade is about 5inches from their neck.

    Also was thinking about these the other day and perhaps something with dual wielding, like a quick flurry of 3-4 attacks?

    One Idea, using with dual swords:

    Knee strike with right hand, enemy falls to knee, then left slash, right slash, spins around and does a double slash in the space of two seconds (on NPCs)

    Or with an maybe just one single handed weapon or a two handed weapon, the player goes low slicing through the stomach, enemy falls to ground and the player does a two handed raising the sword in a stabbing motion and stabs then once slowly while they are on the ground

     

     

    Yes sir I agree, I want to add new finishers and tweak correct ones to not...play so fast and look...well shitty. Considering they have a guy that worked at dream works, i'm rather disappointed in the quality of some of the work.

  7. Yo! I'm an animator, not one that imports mocap or other animations (that's not animating), and I plan on redoing,changing,tweaking,adding ect the current animations of skyrim. Like finishers, adding more emotions in conversations with better facial expressions,body language ect ect. I am generally awaiting the CK to come out so I don't have to use 2-3 different programs just to get an animation ingame. I'm new to animating for Elder scrolls, but as much as I play skyrim I'm tired of seeing some poorly done animations. I mean the guys have years to polish up their work and its sad to see the quality. Granted most of it is Mocap, but those that aren't I am disappointed. This is just my own personal opinion do to my mentors at my animating school and their quality of work ie. Pixar,dreamworks,disney ect ect.

     

    Anyways, I'd like to have the communities feedback on my previous animations to know rather or not my work will be a welcomed change.

     

    some of my work, old and new--> www.youtube.com/wolf103085

    All my work is done by hand.

     

    Thanks gents!

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