neunen Posted June 12, 2009 Share Posted June 12, 2009 is it possible to create a custom skeleton (or modify and existing one) with the tools weve got at the moment? basically i would like to make Shardik (a giant robot bear), and ive started to modify the existing yao guai model, but ideally he wouldnt stand on (almost) 2 feet like a yao guai and he would have proportions more similar to a regular bear. (shorter arms) oh but then i guess i would have to make all new animations as well wouldnt i... hmmm does anyone have any thoughts on this? if in the end i do go with a modified yao guai is there a way to slow his animations down? thanks for any inputcheers,neunen Link to comment Share on other sites More sharing options...
muppetsoup Posted June 12, 2009 Share Posted June 12, 2009 The monster costume mod has a yao guai costume. Put an NPC in that and make him big. Link to comment Share on other sites More sharing options...
TGBlank Posted June 12, 2009 Share Posted June 12, 2009 As for feasibility of skeletons: New skeletons can be made and used for creatures, to have them look decent you'd also have to re-rig the mesh, create a folder, put the skeleton there and copy the animations from another creature there, then tweak them to look decently. You'd also have to mess with the iddle manager to re-create all the iddle animations for this new critter, tes4edit had a feature to do this, but i do not know if fo3edit haves it. It was possible to define new skeletons for npcs on oblivion, can't recall if that is the case for fallout.If it's anything like oblivion, the player's skeleton, while it can be modified (for, say, moving the camera), it cannot be redirected (that is, the game will always load the skeleton in the default location, irregardless of what you do on the npc record of the player). Link to comment Share on other sites More sharing options...
neunen Posted June 12, 2009 Author Share Posted June 12, 2009 thanks guys, hmmm well id be more than willing to make my own skeleton for a bear, but when it comes to the animations, i have a feeling that would take me way too long to both learn and execute. maybe ill just see what i can do with the yao guai or molerat skeletons. but really if i could just slow down the running and get rid of the pouncing animation of the yao guai that wouldnt be too bad. thanks againand if anyone else has anything to add, fire away. cheers! Link to comment Share on other sites More sharing options...
Kalten1979 Posted June 12, 2009 Share Posted June 12, 2009 Change with Nifskope the animation. There is a "Block" called Bip01. Should be the first NiTransformDataThat handels the forward speed. In the Translation of the Data is a Tranlations Tree with 3 Keys.In Key 2 and 3 is a entry in Y with 141.9881 thats the distance how long the creatures runs.Change both to 70 or less and it should be half fast as normal. But look at the other too, Backward Run .... all kfs that moves the creature. Link to comment Share on other sites More sharing options...
TGBlank Posted June 13, 2009 Share Posted June 13, 2009 If you're going to tweak the Kf files then you most likely want to clone the yao's skeleton and animations to another folder, then remake the info for the iddle animations (hopefully, fo3edit will help you there). Otherwise your edits would screw up the regular bears. Link to comment Share on other sites More sharing options...
rkelly Posted June 13, 2009 Share Posted June 13, 2009 now if only somebody can get these creatures in game? Link to comment Share on other sites More sharing options...
neunen Posted June 14, 2009 Author Share Posted June 14, 2009 thanks a bunch Kalten and Blank! ill start taking a poke at those once i get the time. :thanks: Link to comment Share on other sites More sharing options...
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