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NPC as Creature not NPC


Tony the Wookie

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Ok, I have been playing around in 3Ds Max just trying to learn how to rig and animate stuff, and I was just wondering if this idea makes any sence at all. It's just one of those things I thought of that might be totally stupid, but I figured I would ask anyways.

 

So, what if I want to have a NPC follower that functions like every other follower and has a sandbox wait mode and talks to you and everything like that. But what if I want to have them have a custom skeleton and custom animations and such.

 

Could I just set up a new creature, that just hapens to be a human, and have them function like a normal NPC follower? So I could have a custom skeleton and all new animations and such. I would limit the NPC to only their default weapon so I wouldn't have to worry about trying to make all sorts of different gun animations and such.

 

 

 

There really isn't much of a purpose though, exept I just thought it might be a good way to practice rigging and animating a character and putting them into the game.

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What if the creature npc was a vehicle and it was set up so that you could change the player's race to that one. It would make driving mods simpler.

 

Just an idea.

 

sounds interesting, but I didn't have any plans on making the character a playable race or anything like that

 

Why not. It'll be just like Fawkes. Though they can't equip armor.

 

I didn't plan on haveing the character equip default armors and such, though, I think if I did it right it would be simple enough to have a dialogue option that would allow the follower to change from the armors I make for the character. So if I make 3 different armors for the character, you could choose between them just by swapping the mesh.

 

in oblivion you could actually set a npc skeleton iirc. I take it that the menu set up is different then. hmm not sure. ...thinkin. nope, I'd have to tinker myself really. but I'll leave that to you.:)

 

I never modded Oblivion, so I really don't know how they did it on there. But I have yet to find a way to add a new skeleton to a NPC. But I could have very easily overlooked something. Animation isn't something I have really messed with much before.

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I was looking for answers to a different question, some old ass discussion on npcs and custom skele. So it should be possible. probably quite simple.

http://www.bethsoft.com/bgsforums/index.ph...926227&st=0

 

I didn't realise that the skeleton was loaded with the body mesh just from being in the same folder... That makes it almost easy then since I have done custom races more than a few times. (never messed with animations before)

 

But, if I work with a NPC, I still have to have the head and hands and stuff seperated and everything... So in the end, it still might be simpler just to make them a Creature, since I could just have the one peice mesh for the character and everything.

 

 

 

 

 

So, if I do it as a creature, does anyone know if I could do custom face expesion animation for dialogue and stuff?

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to do the facial animations. These 2 ways of talking, were done in oblivion on custom heads.

 

yeah I guess. you would need to take the head trishape from thecreature nif. make a new nif from it. now you just follow throttlekittys oblivion tutorials for making custom tri files. you'll likely need facegen customizer, I have tried making a couple morphs to test a work flow for creating a custom head in max, but the vertex order kept going wrong and the morph was crapped. I am not sure if the morph names have changed-they have to be named right as they are flags, but there is a list of them on the tescswiki. I think you can just open a tri file with one of scanti's tools and look what/how many/ and names of morphs used by fallout facegen.

 

alternatively, but a bit more round about.

 

you can use the civ4 plugin to export several sequences of morph, these will be in a nigeomorphcontroller block, and you'd script to call those sequences...you know I am not 100% sure morphs will play like that, saiden did it in Ob, or even transfer over to F3, if using the civ4 exporter. I am going to try converting my necronomicon asset from Ob to F3, when I get to that, I'll know how it works.

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