Jump to content
⚠ Known Issue: Media on User Profiles ×

Arthemis

Members
  • Posts

    12
  • Joined

  • Last visited

Nexus Mods Profile

About Arthemis

Profile Fields

  • Country
    Moldova

Arthemis's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. hmmm... yeah, sounds like it. I'll have to try animating and re-keying it again.
  2. Aside from that)) What was I doing wrong when animating\exporting?
  3. Another animation-related question, folks. So I make some adjustments to the vanilla 1hm_idle anim. Everything works fine, no trouble whatsoever thanks to xp32 and his tutorials. And here comes the big BUT. Or BUTT, whatever. When I load the anim ingame, my character loses his fingers! ...or, at least, a couple of them. Now he looks like a really unlucky swordsman. Any ideas on what might have caused this? http://cs418318.userapi.com/v418318232/15af/mFkJMh6_no0.jpg http://cs418318.userapi.com/v418318232/15b6/F--Xrg5pJE0.jpg
  4. Another animation-related question, folks. So I make some adjustments to the vanilla 1hm_idle anim. Everything works fine, no trouble whatsoever thanks to xp32 and his tutorials. And here comes the big BUT. Or BUTT, whatever. When I load the anim ingame, my character loses his fingers! ...or, at least, a couple of them. Now he looks like a really unlucky version of Altair. Any ideas on what might have caused this? http://cs418318.userapi.com/v418318232/15af/mFkJMh6_no0.jpg http://cs418318.userapi.com/v418318232/15b6/F--Xrg5pJE0.jpg
  5. Thanks! I already got the part about conversion and exporting. Well, looks like I have no choice but to learn to animate in 3dsMax, and set aside my revulsion for it's unwieldy interface. Crap. Ah, well, it was worth a try. Anyway, even if exporting the rigged skeleton from 3ds to modo works, the animation itself tends to be lost. Alas, no solution for that one for now.
  6. Okay, you're clearly trolling me. My question has nothing to do with custom creatures and custom animation sets for them - although that's theoretically possible - and you're not providing me with any useful feedback. As such, all your further comments (unless useful) will be ignored. Have a nice day.
  7. I'm not speaking about CUSTOM monsters using CUSTOM animations. For now. Besides, who said one can't create a whole new monster animation set by replacing an existing one? But we're getting carried away. I want to modify existing animations, something that's been done long before me, using a toolset that's comfortable for me. If there's any way of converting Skyrim's animation to a modo-friendly format, I'd be really grateful if you told me.
  8. Okay, got it to work through an .fbx export. Now for the next step - importing an animation file and altering it.
  9. With all due respect, that's irrelevant. I can list a lot of mods adding new or tweaked animations, IMO, the hardest part is merging the new anim seamlessly into the game. That being my problem.
  10. Hi everyone, got a question. I'm using Luxology Modo, and I'm too lazy to learn 3dsMax or Maya from scratch just to be able to mod a couple of animation files. Is there any way to safely convert XP32's skeleton with all constraints and bones to a Modo-compatible format? The usual ".max->.obj" gave me a bunch of pyramids with no bones whatsoever.
×
×
  • Create New...