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actualsailorcat

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    https://valkrana.moe
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  1. Appreciate the replies, you two! Wasn't sure what to expect on that front. Seems like either way I want to go the custom race route. Then from there either A. a dedicated skeleton with (presumably?) custom animations, or B. adjust the mesh to fit the skeleton. Thanks for pointing me in the right direction.
  2. Preface: While I wouldn't turn down pointers, I'm not looking for someone to hold my hand through the process. Rather than committing fully to X or Y approach due to my own ignorance (despite days of searching for the correct way) and having it all be for naught, I was hoping for advice on the best route to take. At that point, I'll do my best to figure out the rest. Some points: I have a preexisting humanoid mesh that is similar to but doesn't fit the game's humanoid skeletons (_0 and _1 etc) or meshes. My goal is to make this mesh into a follower character (doesn't need to be able to equip armor items). The model is rigged, but has no custom animations, and I understand why I'd want to use the game's preexisting skeletons anyway. I'm familiar enough with Blender to get this far at least, have gone through and exported basic armor to familiarize myself with the process at least a bit, and have some of the tools required already. Will learn others if need be. My question: What approach would I be best off taking to implement this model? Should I create it as custom armor with the original femalebody mesh deleted entirely? This was my initial approach, but the femalebody skeleton is far enough off my mesh that I'd need to move the skeleton around, and I'm not sure if that'd screw up the animations. Should I create it as a custom creature using a humanoid creature skeleton? Do I need to implement it as a custom race entirely to get there? None of the above? Thanks for any pointers. I did try and do my homework, but either the direct answer is buried beyond my searching through many pages and sites or I'm just blind as a bat.
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