jackpack Posted July 16, 2009 Share Posted July 16, 2009 hey Cakester. i could use you in a mod if your intrested. me & Callighan are makeing it & theres room for a new creature. i was origonaly going to use the alien101 & a deathclaw but i got some othere things in mind. ill post if your intrested & can do it. Link to comment Share on other sites More sharing options...
Cakester Posted July 16, 2009 Author Share Posted July 16, 2009 hey Cakester. i could use you in a mod if your intrested. me & Callighan are makeing it & theres room for a new creature. i was origonaly going to use the alien101 & a deathclaw but i got some othere things in mind. ill post if your intrested & can do it. I can make meshes and animations but i am not very good at working with the end in mind. My weakness is making meshes and textures. here is a new video if you want to inspect more of my work:http://www.youtube.com/watch?v=R3pCcgpxEa0 i think the mutant needs a retexture so he isn't so bright. Link to comment Share on other sites More sharing options...
Callighan Posted July 16, 2009 Share Posted July 16, 2009 Speaking of animations... what program do you use?I've been toying with blender and kfupdater to make indle anims but the results seem to curve and stretch the body like plastic man. :D Anyway, those creatures you made looks unique enough for a psychedelic mod or something similar where the laws of physics don't seemingly apply. The colour and posture of your creatures gave me that image. Fascinating, really. Sort of post-modern look, perhaps. Link to comment Share on other sites More sharing options...
Cakester Posted July 16, 2009 Author Share Posted July 16, 2009 Speaking of animations... what program do you use?I've been toying with blender and kfupdater to make indle anims but the results seem to curve and stretch the body like plastic man. :D Anyway, those creatures you made looks unique enough for a psychedelic mod or something similar where the laws of physics don't seemingly apply. The colour and posture of your creatures gave me that image. Fascinating, really. Sort of post-modern look, perhaps. I had the curve and stretch problems too. What you need to do is make sure that all bones have a keyframe at the beginning and end of your animation. What happens is that if some bones have a keyframe only in maybe the middle of the animations their animation time comes out to be less than the bones that have keyframes further down the line. And so the mesh parts that are attached to the bones that were animated to be less than the total animation time will try to return to their default positions for the remainder of the animation. The Posture of the new creature takes after that of the fallout 1/2 mutants. See hunched over? http://fallout.wikia.com/wiki/File:Mutant1.gif Link to comment Share on other sites More sharing options...
Callighan Posted July 17, 2009 Share Posted July 17, 2009 Ah, so that's what you were aiming for. Interesting. I take it you're looking to create something similar? Link to comment Share on other sites More sharing options...
jackpack Posted July 17, 2009 Share Posted July 17, 2009 ok guy's. hears one in nifscope all ready to go to the to the skelli department. i havent found a sutable skelli to rig it but im shure with permition you could replace this model & get it working. the skelli should be the same as both creatures are almost identical. anyone want to try it out. http://img200.imageshack.us/img200/7137/zard.png i was messing about in max & i can do this as working by replaceing the dog as a template so this one just needs crossed over.http://img162.imageshack.us/img162/5756/gyplo.png this is one i want to thro out to yous more experienced guys. i have an idea where this would fit nicely, so do anyone thing you can get this working as a new npc?. http://img169.imageshack.us/img169/936/centi.png --- Cakester. dont worry about not finishing anything in the long term :D thats what im hear for. i have something i need for a quest or more of an idea?.is it cool if i pm you with it & see if your intrested. Link to comment Share on other sites More sharing options...
jackpack Posted July 17, 2009 Share Posted July 17, 2009 ps: just found this. anyone need a ride haha. http://www.fallout3nexus.com/downloads/file.php?id=3330 Link to comment Share on other sites More sharing options...
Cakester Posted July 17, 2009 Author Share Posted July 17, 2009 Ah, so that's what you were aiming for. Interesting. I take it you're looking to create something similar? yeah i was trying too. but it is out of my league to do. well maybe if i spent 5-8 hours sculpting i could pull off some kind of look alike. Link to comment Share on other sites More sharing options...
jackpack Posted July 17, 2009 Share Posted July 17, 2009 the wlamongo out of this could make the top one work. http://www.fallout3nexus.com/downloads/file.php?id=5421 Link to comment Share on other sites More sharing options...
Cakester Posted July 17, 2009 Author Share Posted July 17, 2009 the wlamongo out of this could make the top one work. http://www.fallout3nexus.com/downloads/file.php?id=5421 After a mesh is selected and the parent of the mesh is set to be the armature. the armature has all the bones. when you do this you need to select each vertex group (they should have the names of your bones) and then weight paint the mesh where the bone has control. i think it would be easier to just make the proper skeleton to begin with. also the mesh file contains the skeleton ninode too. (except bip01, bip01 nonaccum, and special bones like weapon) Link to comment Share on other sites More sharing options...
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