Jump to content

Semtex

Members
  • Posts

    144
  • Joined

  • Last visited

Everything posted by Semtex

  1. Yes, i know. But this is beautyful on the da mage construction - this is NOT a problem. Your character can wear shoes, but they are not seen - they models are reduced to zero by size and they are hiden deep in horse body. But they are still counted in armor and all other effects. And when the replacement model will be used, whether it be not a problem. The problem with character's model - although it is replaced a part of character body, but this part is invisible and visible model is placed on the horse body and linked on its skeleton. Between model and body parts, which obscures, it is only a loose link. It is therefore possible to declare Ring (body part) for the mantle, cape - or mustache. Unfortunately I do not know how da mage converted his horse armor model from the Bip2 skeleton to the Bip1 skeleton.
  2. My vision of the "alternate" centaur is slowly getting into final form. "The third idea" is almost final. Do I have again revised textures to better suit the different settings of the body. Centaur, "The third idea​​" About the archive: - Textures are yet prepared for three color versions - black, gray and chestnut, bay version is on the work - models are ready for Robert's Male, Robert's female and HGEC female bodie - attached are four versions of the test skeleton, probably the best result gives skeleton37 and skeleton10. Can you tell which is better, I would have done under the final texture. - skeleton_1person is modified and probably removes some of the problems in firs person view Horse skin color is changing when changing the color of human skin, but it can not be checked during the creation of characters. In tests I found that the armor and clothing for women creates fewer problems with overlapping than armor for men. A good solution would be to create three or four races a centaur, each with individual textures of the body. Other textures may be the imperial race. For several slightly differing races could be used and different ears (human, elf) and other parts. Probably it would be appropriate to set a bone, "Dissable Legs" to the size of 0.8-1, and reduced to zero bone "Bip1 L / R Calf". Changed size "Dissable Legs" it would be possible camouflage through special short pants. The model of these pants at the same time could also serve for all "exchange models". Such a procedure would be suitable for HGEC body, too, which is significant source of the problem. My view is similar. But... If the player choose for his character race with markedly different body proportions or physical anomalies such as Centaurus or the Minotaur, but even after all khajiit and argonian with the "right " legs, must understand, that some parts of clothing and armor his character simply can not dress because it has a different body shape.
  3. :tongue: My "The third idea​​" works perfectly! :thumbsup: Test: http://img832.imageshack.us/img832/3558/kent20.jpg http://img543.imageshack.us/img543/7060/kent21.jpg http://img15.imageshack.us/img15/5870/kent23.jpg The horse body and the human body uses the same texture (adjusted footmale.dds). (ESM and ESP are not modified.) "Invisible" human body was removed from horse body model. The horse body uses material "skin" and has an modified UV mapping. The most important modification was to rename NiTriStrips parts of the model - from name "Horse_Lower" to name "Foot:Horse_Lower". (It is a key point!) Sure, there are some minor problems: - nails have horse skin color - for each color version of the Centaur - for each combination of human skin color and horse skin color - will be a new texture of the body (and three different - for body RF, RM and HGEC) Not - why? His armor is "playable object" only for khajiit with the correct body proportions. If a player has not a "right" race, the armor can not be used - It can provide by an object script. I think this is fair - if khajiit can not use man armor (or armor parts), man can not use khajiit armor. He obtained only an loot of an value and weight, which may, like khajiit, sell for money - or give to exchange (this is IMHO not necessary - except in VERY special cases). I like the idea of Razorpony: - cheapest armor can change the character itself (via "magic" or "natural" ability) - for Fur and Leather you need only knife :teehee: - Usually armor can be purchased (or exchange) at the normal armor merchant - Expensive armor change an specialist
  4. Hi da mage I know that the solution that I used to cover the interface is not too good. I also tried the second option - edit the texture for the human body. In NIFscope it worked well, but not in the game - after many dozens of trials (I have made about a hundred textures gradually) getting the proper hue I left this option. It's just a normal human body enlarged by about half a percentage point with same "material" as horse body. So overlap with player's body is small. The overlap of clothing and armor is small, it does only on the back - and on the front in motion :wallbash: . It will have to be resolved through the exchange of models. (Overlap in motion - Can help small correction of the vertex weight?) A portion of the overlap is caused by animation - the movement of the human body to tilt forward (this is probably the rest of the horse animations - on the move also horse head and neck are tilt forward) Horse mesh should still be slightly adjusted - transition on the backs between human and horse parts is now too sharp. Exchanging of models will always be needed - many models of clothing and armor for the upper body has also links to the bones of the lower body and leg. This must be removed in new models. I was try to join human body part to horse body, but it failed - each vertex can be controlled up to four bones, but in the transition area need more bones - about six. The second problem is the scale. That the transient part of the body to function properly, he should exactly copy the human body skin. But the skeleton contains many Scale bones. So the problem is to determine the proper size of the human body skin before joining with horse body skin. If this fails, the overlap is much greater than in the applied solutions. edit: So has the idea: There is also a third option - completely revised textures for horse body and paste it as part of the texture of the human body ... I ll try it tomorrow ...
  5. I'm just made ​​some adjustments on the characters and textures. Everything else is a work created by da mage. As he creates animation I did not know. For the "Shoot Behind" and the like, would probably have to change the whole concept, under which the Centaur was created by da mage. I have an idea, but implementation seems far beyond my abilities. Perhaps as follows: Create a special type of "horse" - an riding "animal" with a modified horse skeleton. The horse has no visible head - the head is diminished by the modified skeleton - and at its location is shifted "mount point" from a normal horse skeleton. So player's character on horseback is sitting at the place of equine head. At the same time as mounting a horse must be made ​​a substitution player's character skeleton - for a new skeleton with a miniaturized legs. But the player character on horseback riding has many limitations. In particular, can not fight and use magic - although this restriction was partially resolved in the "Deadly reflex". There are many other problems to solve - the player do not to dismount from a horse by "easy way" - is grew together with horse. It is necessary to ensure that the player could walk in anywhere "on horseback riding" - without restrictions. It is necessary to ensure that the player and his horse had linked the lives - and healing and other spells affect the rider and the horse simultaneously. Soo - and many other... I think I would be able to produce the necessary models and skeletons. But other things are beyond my abilities. PS: I hope I wrote it sufficiently clear - I do not speak English and only use Google Translator (several times there and back)
  6. http://img815.imageshack.us/img815/8070/kent04.jpg http://img805.imageshack.us/img805/4521/kent06.jpg http://img12.imageshack.us/img12/5977/kent01.jpg http://img803.imageshack.us/img803/148/kent08.jpg
  7. razorpony - model looks very good :thumbsup: It is composed from two parts as "armor" and "boots", or is it just one part? Something about Centaur - there is a link to the archive, which is the result of my efforts so far. It contains a modified skeleton and other related models and textures (so far only for the chestnut, gray and black horse). DivShare File - Centaur.7z "Chestnut" version works directly with the original plugin by da mage. It is applicable for the bodyRMv4 and body HGEC, for the body RMv5 and the body RF need to replace and rename the models concerned in directory Base. For other color versions that are ready to texture. Please note that files from the archive override the original files! About SAF by DrakeTheDragon - script is functional, but greatly complicated. I have tried to change the focus exchanged models to models with a different name - with a different sign / mark in the name of the file. It works well and can be used in parallel for several different races. Every races must have its own script and its own models (with their own file names). When I therefore causing plugin "Khajiit Paws As Abilities", I considered how it should work. This logic is proved: 1) "startquest" will start immediately after creating new characters or loading this plugin. 2) Script in "startquest" determine the characters race and add one or two abilities type scripted spell to player's spelllist (with no name - "invisible"in the list) 3) The first spell - "spell A " - searching cell around the player's characters for NPCs and if they have the "right" race, they add them to spelllist new "Spell B" 4) The second spell - "Spell B" - provide models exchange by DrakeTheDragon scipt (not in this plugin - I use only very simple scripts in very simple ability type scripted spell) Determine the player's race is done only once - in the "startquest" scipt. Based on the outcome player will get just "Spell A" (if it has not the "right" race) or "Spell A" and "Spell B" (if it has the "right" race). This will ensure that the NPC with "right race" at any time got "Spell B" and right - adjusted - body and clothing parts. Script from Drake The Dragon could / should provide the following functions: - exchange of models of clothing, armor and shoes (if any, and if they are correct name) - exchange of models of body parts - The rejection of clothing, armor and shoes with incorrect models (possibly with a note - "This garment / armor / shoes your can't wear."
  8. Quick Test: The neck is cut out from the head and stuck to the upper body. The neck has the same material and texture as the upper body. Construction in Nifscope http://img43.imageshack.us/img43/7632/neckproblem03.jpg http://img862.imageshack.us/img862/7836/neckproblem02.jpg Construction in the game color neck and body agree, the vertex weight is corrupt and appeared a cleft between parts (result quick a dirty work) :whistling: If it was correctly and accurately the vertex weight done, better solution is decrease the size of head (or only neck) - about 0.5% is enought (or similary increase the size of neck part of the upper body) The head must have a neck at almost normal size, because many parts of clothing and armor has not a separate neck and uses neck attached to the head
  9. "Neck line" is old and unsolved problem. I think the solution would not be too difficult. But it requires modification of the body a head mesh, and this is a highly sensitive matter. Upper Body mesh in the neck region pulls up and create a real neck attached to the torso. Is it possible to follow the head model. From the head mesh will be neck removed (by cut or by "vertex normalization"). Body mesh will be coupled to head mesh like it's in Morrowind. I am to prove them, it's a functional solution, but the final solution is needed master craftsman who can do the proper modeling and proper vertex weight. And they also needed a new, modified texture ...
  10. lidarian - you're right, of course, but the problem is not a skeleton itself - skeleton can be adjusted, either directly or through "dummy bones" The problem is motion animation, which would have to be recreated - to movement corresponded to the new skeleton lineup, otherwise the movement will unusual, strange - or funny... And it's hard work. Normal animation (green) has three major joints - hip, knee and instep.The main movement is based on the hip and knee, instep ranges little. The leg according to your proposal (red) has four major joints. Animation for the leg then required to movement was based on at least three joints. http://img31.imageshack.us/img31/9920/noha.jpg Another problem is that - when the femur towards the front, the hull must be tilted forward too, because the balance - the focus must be above the sole, above point where the foot touches the ground. Otherwise its look strange. This causes a problem with animation of the upper body - or must be adjusted skeleton for upper body, especially arms and neck and head.
  11. I am tried to create a Winged Twilight as a playable race - but I have a major problem with the script. Models and textures are ready a long time. Wings models and animations are created by DrakeTheDragon. http://tesnexus.com/downloads/file.php?id=34605
  12. Please check, if model and skeleton works properly with your new / unpublished animation and other parts of plugin.
  13. Repair horse skin for HGEC body is not easy, as ever will be possible. The problem is not in horse skin, but in itself HGEC body. http://img135.imageshack.us/img135/782/kentaur77artefakt.jpg It confirmed to me what I already knew earlier, from experiments with Variable Skeleton. HGEC body has not too well-made "vertex weight" in compared with the Robert's body. If is used in change the proportions of characters using "Variable Skeleton"methods, very early, already at a small scale and position changes in the dummy bones, appear distortions and artifacts. I believe that the only way would be to recast HGEC body. I tried to do it, but this task is far beyond my abilities and knowledge. I think this finding would be interested in those who are trying to create a new skeleton with Variable Skeleton method. da mage - there is modified skeleton and horse part, please, check out this edit: Texture for RM, first atempt http://img848.imageshack.us/img848/9353/kentaur79.th.jpg http://img191.imageshack.us/img191/8986/kentaur78.th.jpg
  14. Modified skeleton and the skin works well. Preview of the tests: vanilla body http://img90.imageshack.us/img90/2948/kentaur76.th.jpg http://img844.imageshack.us/img844/6747/kentaur75.th.jpg Robert's Male body v5, Robert's Female body, HGEC Female body http://img34.imageshack.us/img34/5359/kentaur71.th.jpg http://img703.imageshack.us/img703/982/kentaur70a.th.jpg http://img843.imageshack.us/img843/8115/kentaur74.th.jpg http://img18.imageshack.us/img18/9209/kentaur73.th.jpg Minor adjustments on skin will be need for HGEC female body. For the male characters will be need an automatically deployed pants (with body texture). Because ... :whistling: This ensures by a simple script. I will try to create new textures for the human body, that will create a transition between human and horse body visually more smooth. da mage Steal your work??? :wacko: :down: Take this as an offer to cooperate. You have created something that strongly attracted me. Therefore I use your work to create my vision of Centaurus. edit: stupid imageshack - full horse body is ok, but half horse not :biggrin:
  15. Yes, I understand this. The problem is that - I can not fix it. When I load the bone and skin in to Gmax (in Blender I can not handle), the model is very distorted and unusable. It looks like this :wallbash: : Adjusted skeleton works quite well in the game. http://img684.imageshack.us/img684/4742/kentaur61.jpg http://img27.imageshack.us/img27/5468/kentaur62.jpg visual error is just this I think, this error could be repaired by removing links to human skeleton in the horse part labeled "Horse_Upper". But this can not be done in Gmax, as well as your original skeleton and the skin is distorted after loading in to Gmax. Edit: Here is my modified skeleton
  16. After the first experiments in NifSkope it appears that the modified skeleton will work fine.On the test animations have been no artifacts, and the body bends on the right places. Samples - But one problem is quite visible - big clipping between human and horse body parts in front view. This will have to somehow Ways to hide, camouflage, probably with new textures.
  17. I'm interested in this topic. For some time I have an idea or "project "- to create a group of "traditional" creatures from Greek myths as a playable race, or at least as an NPC. So far I have committed Minotaur, Satyr, Faun and Pan. Project Winged Twilight / harpy has a ready models, but standing on my little skills in scripting and the use of animation - I want them to fly. Centaur created by da mage fits into my project idea. Once I have made several attempts to create an centaur, but I always failed. In my idea of ​​a centaur looks like this: Now da mage created a functional skeleton and animations that work well on a player's character. My first attempt to connect this mesh to the skeleton ended up terribly. The model when was exporting from Gmax was ominously distorted and unusable... Even further attempts did not fare well. Somewhere I probably did a mistake. well... I prove them the another way - I placed into skeleton an dummy bones, as described by da mage. Bingo! - this works! The result is displayed on the next series of pictures
  18. This can not work properly - when you edit the skeleton, you must change the length and the angles between bones. This requires simultaneous change in many animations files. Otherwise, the result is "unusual". And the second thing - such an outcome is usually the result of "incorrect" matched skin to bones. Better result - used is probably normal, unmodified skeleton http://www.youtube.com/watch?v=IpjLEx4WLpc Another option would be to use "Skeletal Variation" by TheTalkieToaster (http://tesnexus.com/downloads/file.php?id=29853)
  19. continued Model should be modified / corrected in the indicated locations to form a smooth transition - the human part should grow up in front of the horse body. Comparison - the second model I consider more suitable. Horse body is slightly displaced backwards and upwards. Will result in slightly lower figure of the centaur as a standard human figure, or need longer leg. Model used for this images -> http://www.divshare.com/download/14748542-175 (for free use - its only raw model)
  20. da mage - Please look at these pictures. After several experiments, I concluded that Your Centaur have too short legs and too long human torso. Centaur in "Greek proportions", must have the same long legs like a man. This means that the horse part must have different body proportions as a normal horse - shorter and narrower body and longer legs. Nevertheless, the centaur, at the same proportions of the human body part have slightly lower figure than a man, otherwise the horse body look too large. continued
  21. Telyn Greeks consider the centaurs, in their myths, as equivalent to human people. They therefore could not describe the centaurs as beings much larger than humans. So, centaur "human part" had to be the same as human body, and head at the same height. Centaur "horse part" then have to be smaller and more slender as normal horse body. This is because the centaurs did not look much "heavier" than the Greek heroes. Greeks also did not consider that the centaur could be an "riding animal". The horse part may not be large enough to carry a man, like a horse. We usually seem centaurs as a horses with human body - the contrary, the Greeks saw centaurs as a human beings with horse body. The problem is also in that - horse model in Oblivion are an heavy, big horse - horses, painted by Greeks, are lighter and slimmer. Proportions in the "Greek view" of the centaur - "horse part" has only about 1.5 - 2 times larger cross section than the human part. Horse's "belly" is the same high as a human chest wide. and one more note - the site to which you refer are some pictures which show the centaur with human forelegs
  22. Oops ... I did not know this yet, thanks. Some people are simply - brilliant.
  23. Centaur - you mean something like that? :tongue: Its only idea, not realy model, horse body is only "static" part, not connected to skeleton. IMHO - almost impossible... Or at least extremely difficult - This requires a completely rebuild skeleton and completely new animations for the lower body. Or... Or ... The front legs mounted as normal legs and rear legs mounted to the skeleton "pelvis" bone and advanced animation for rear legs to do as tail animation... Very dificult
  24. There is a possibility to create several races that have "not human" part of the lower leg - from the knees down. I think that such a race can be created as a "system" - like a puzzle or a meccano. There are at least two versions of the feet for khajiits (by Razorpony), there are feet and legs for the race argonians and Drakan/Dragon (by DrakeTheDragon), I am committed hooves (remade from Divine Avenger's and AlienSlof's models), which are further adjusted by geechan, the alien models by AlienSlof I also modified to the legs and feet (with claws) for demons. Certainly there are also other similar races. In most cases, the geometry of the feet such that are unsuited to the standard trousers, greaves and boots, and must be modified or re-create. It also requires a complex scripts, and at all such work in creating a plug-in is complicated. DrakeTheDragon invented a very interesting, although complicated, script that allows direct models substitution. This gives, after adjusting the script, very imaginative ways to create new races without excessive time consumption. My idea is as follows: standard lower body slit in the knee - thigh above the knee leave as standard body parts for all races, the calf and foot, from the knees down, are individualized for each race. So the thighs are labeled as "lower body", calves and feets together are labeled "foot". Such a solution will facilitate the preparation of models and scripts. Most similar races may use the same parts of clothing and armor for the upper part of legs and thighs. Shoes, boots and other parts of the clothing and armor for legs from the knees down must be made ​​individually for each type of calf and feet. This is not inevitable, even with another lineup of the body. Calves and feet are always closely linked and are the major distinguishing feature for different races. First, a quick and dirty experiment with my existing models - they are not prepared for this purpose, it is only putting in Nifscope. The upper part of legs, from the knees up, is the same in all three configurations
×
×
  • Create New...