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Sevcheg

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Everything posted by Sevcheg

  1. www.3694.blogspot.com
  2. Hi, I created a new character (not my idea, not my mesh for a character), but I did the whole work for setting, skining and unwarp (texturing is not mine) - here is a whole process http://3694.blogspot.com/search/label/Skyrim (sorry it is in russian). There you can find links for skeleton rig for a charater. The only thing is how to act a head. I don`t know how to make it speak and emotions.
  3. The tutorial on the wiki explains this process pretty thoroughly: http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim I've been able to convert the .hkx animation files to .kf and import them successfully into max 2012. The export and conversion from .kf back to .hkx also works correctly. The animations I've tried (walk and run animations) work in game, but there are strange problems like the weapon sticking through the pc's body or the head compressing down into the neck. I'm not sure if those problems are related to the import/export process, the conversion process, or something else. Good luck. Thanks, man. I`ll read later. I created character rig (CAT system win Z axis orientation - http://skyrim.nexusmods.com/downloads/file.php?id=11434 ) and I want to see what happens in Max with my charaters. I used a biped skeleton from MakeCG, but at the end of the work I desided to create my own. Now I`ll see what realy happen with Skin in game. Here is my blog for skyrim, sorry it is in russian, http://3694.blogspot.com/search/label/Skyrim
  4. I'm trying to see the animation of a character inside 3dsmax. Can somebody help me how to do it. I have a kx converter, but it doesnt work with skyrim kx.
  5. You can use My skeleton for 3ds Max. This is a CAT system version. http://3694.blogspot.com/search/label/Skyrim about creation a new character 2010 3DS Max http://narod.ru/disk/41703044001.bbc2f25a6623b98406530b7d53f3f081/skyrim_cat_skeleton.zip.html Сам rg3 скелет CAT http://narod.ru/disk/41702302001.a85f2e23a84615ea841c0fdea87cf3b0/skyrim.rg3.html
  6. Here is my blog, where I desribe how to import a new character from 3ds max into skyrim http://3694.blogspot.com/search/label/Skyrim Sorry it is in russian But in the 2nd and 3rd part you can find a link for a normal skeleton for skyrim. It was created for using in 3dsmax with CAT system and has a Z oriented axis for bones and there is no problem for mirroring weights in skin. It a WIP but it works correctly in nifscope. It already has bones for armor and weapons and correct names for body parts. If you have any question you can ask it using skype Sefcheg icq 469 240 460
  7. Here is my blog http://3694.blogspot.com/search/label/Skyrim there I wrote the whole manual for importing character into skyrim from 3dsmax There you can find a corrected sceleton (CAT system with Z axis) to work with. If any questions skype Sefcheg icq 469 240 460
  8. Here is a link for 3ds max 2010 file http://narod.ru/disk/41656035001.703a26b98163b29166f826099965205c/skyrim_cat_skeleton.zip.html And a Cat skeleton http://narod.ru/disk/41656346001.fc373975a1141124accd85eeebde1659/skyrim.rg3.html Names of the weapons and armor have a prefix of a body (NPC) but for character export they have no sense. In nifscope is OK. Bones in skeleton have a Z oriented axis.
  9. Halow! This is my first work for skyrim. See more about creating new character at My blog My native lang is russian. On the 2nd and 3rd part you can find links for skeleton. For testing of a body I used a 3dsmax skeleton based on a biped created by Maik (http://www.maikcg.com) Character was created by Krista (http://vk.com/id38826417)
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