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Animated Capes


w2drs21

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Can someone make a mod that makes all capes/cloaks animated?

 

 

thanks -w2drs21 :thanks:

 

 

As seen in this video.

<video snipped>

 

Looks like the mesh is hooked to the legs somehow. If I had to guess, for someone to make all capes and cloaks do that, they'd have to modify each and every mesh. Not sure how practical that is.

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@savage is right

 

these capes aint animated (afaik animated clothing is not possible with the fallout/oblivion engine anyway)

they are skinned/rigged to the legs in opposition to most prior capes which were rigged/skinned to the waist and hips... it should be noted that the way these capes are rigged to the skeleton structure poses some problems like looking awkward while sneaking...

 

vanilla oblivion doesnt inlcude any capes and as you dont mention for which mod you want these changes i doubt anyone can help...

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@savage is right

 

these capes aint animated (afaik animated clothing is not possible with the fallout/oblivion engine anyway)

they are skinned/rigged to the legs in opposition to most prior capes which were rigged/skinned to the waist and hips... it should be noted that the way these capes are rigged to the skeleton structure poses some problems like looking awkward while sneaking...

 

vanilla oblivion doesnt inlcude any capes and as you dont mention for which mod you want these changes i doubt anyone can help...

 

 

Sorry I was not being that specific. Can somebody please make a mod that makes the Cape of the Fallen and the Paladin Cape from these mod rigged? that would be excellent. :smile:

http://tesnexus.com/downloads/file.php?id=15660

http://tesnexus.com/downloads/file.php?id=13920

 

thanks -w2drs21 :thanks:

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Actually animating clothes is possible using the right skeleton. There's a resource somewhere, but I can't remember what it's called. But the problem still stands that the rigging and animating would be quite difficult.
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Once the new version of Lost Paladins of the Divine comes out could I use there rig and make a different cape rigged to the legs?

 

-w2drs21 :smile:

 

edit:rigged

 

do you think if you were to rig them to the legs they could still be different slots for example could you were the cape without the legs or the legs without the cape?

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@Azir

i dont see how a different skeleton could allow you to animate a clothing part... yes there is this skelly which has some more bones which allows you to skin/rig the thing better but it doesnt actually allow you to animate it

(if im wrong plz correct me)

 

"animation" = you define a pattern of movement for a model, eg a rotating crystal, a train moving from a to b, a door opening... these animations are most of the time independant of the physical space they inhabit and are defined by a *.kf file attached to a model...

 

thus you can only simulate an animation by binding the cloth to the bones so it moves with em

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Once the new version of Lost Paladins of the Divine comes out could I use there rig and make a different cape rigged to the legs?
Once released, you could do that. If they used the same cape resource we did, it will have the same UV Map and all you would have to do is update the texture path to use the texture from the other mod. There are many different capes though so this might not "look" right on the different armor. We chose the size of this cape to best match the size of the paladin armor.

 

do you think if you were to rig them to the legs they could still be different slots for example could you were the cape without the legs or the legs without the cape?
Rigging and Slots are two completely different things.

 

Rigging involves associating each vertex in a mesh to a skeletal system. When this "skeleton" is moved in the game by animation, the mesh moves with this skeleton based on how they were associated during the "rigging" process. When the very first capes were released for Oblivion, every vertex was associated to a single bone and thus they act like a stiff piece of cardboard.

 

Oblivion does not have a cloth simulator so a true "cape" that looks and reacts realistically is IMPOSSIBLE. There are several methods for implementing capes and each has their advantage and disadvantage. The Lost Paladins capes look good when walking, running and in combat but when sneaking (what Paladin does this!!!) they look a bit odd from the side (as shown in the movie clip) but still looks OK from the back. No option makes them look good while riding a horse though. ;)

 

The "slots" are in regard to what position the item takes up if you have the option of equipping them. The capes can be modeled onto the cuirass to remove the slot constraint but you cannot have the cuirass without the cape anymore. If you have it detachable, you have to assign it to a slot...either the amulet or tail slot. Most people use the amulet slot so that companions can use it.

 

Just wanted to make sure everyone was clear that there may be some neat things you can do with capes but none of the known solutions works for all scenarios.

 

From what I have seen, I like how the Lost Paladins cape works the best so far and have not seen anything done to make me want to switch it out in favor of a different method.

 

LHammonds

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Once the new version of Lost Paladins of the Divine comes out could I use there rig and make a different cape rigged to the legs?
Once released, you could do that. If they used the same cape resource we did, it will have the same UV Map and all you would have to do is update the texture path to use the texture from the other mod. There are many different capes though so this might not "look" right on the different armor. We chose the size of this cape to best match the size of the paladin armor.

 

do you think if you were to rig them to the legs they could still be different slots for example could you were the cape without the legs or the legs without the cape?
Rigging and Slots are two completely different things.

 

Rigging involves associating each vertex in a mesh to a skeletal system. When this "skeleton" is moved in the game by animation, the mesh moves with this skeleton based on how they were associated during the "rigging" process. When the very first capes were released for Oblivion, every vertex was associated to a single bone and thus they act like a stiff piece of cardboard.

 

Oblivion does not have a cloth simulator so a true "cape" that looks and reacts realistically is IMPOSSIBLE. There are several methods for implementing capes and each has their advantage and disadvantage. The Lost Paladins capes look good when walking, running and in combat but when sneaking (what Paladin does this!!!) they look a bit odd from the side (as shown in the movie clip) but still looks OK from the back. No option makes them look good while riding a horse though. ;)

 

The "slots" are in regard to what position the item takes up if you have the option of equipping them. The capes can be modeled onto the cuirass to remove the slot constraint but you cannot have the cuirass without the cape anymore. If you have it detachable, you have to assign it to a slot...either the amulet or tail slot. Most people use the amulet slot so that companions can use it.

 

Just wanted to make sure everyone was clear that there may be some neat things you can do with capes but none of the known solutions works for all scenarios.

 

From what I have seen, I like how the Lost Paladins cape works the best so far and have not seen anything done to make me want to switch it out in favor of a different method.

 

LHammonds

 

 

thanks for the reply and your time.

thanks to all of you for your time. :thanks:

 

 

-w2drs21

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