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"Proper" khajit and argonian bodyshapes/animations


MarkInMKUK

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Well over the weekend I finally got all the lost data off my broken external harddrive, which includes the working version of my centaurs. This is the version with the skeleton I use for animations, 3 armours for the horse part, a better running animation and different colours.

 

I'll upload it later so you can have a look at it Semtex.

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Khajiit ears are, as far as I know, linked in some way to the facial emotion states (I'm no modder, so please excuse my ignorance if I'm wrong). Can tail shape and animation be linked in the same way - so a scared Khajiit would have a "fox-shaped" standing-up tail, and an angry one thrash the tail from side to side, while a contented one would do those lovely lazy question-mark shapes?

They use .tri files which contain morphs for talking and expressions. Morphs change the shape of the mesh itself. I don't think they can be used for what you're asking, with the exception maybe of having the tail puff when angry. That is if they can even be used on body parts that are below the neck.

Edited by Kiitan
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They use .tri files which contain morphs for talking and expressions. Morphs change the shape of the mesh itself. I don't think they can be used for what you're asking, with the exception maybe of having the tail puff when angry. That is if they can even be used on body parts that are below the neck.

 

I've seen some morphing clothing parts, with some pretty sophisticated sequences of movement, so anything may be possible. The tail movements would be extra/different animations I expect, but the fluffing up of the tail could well be a morph (unless you just swap mesh/texture files and get a jump in appearance :( )

 

If anyone needs some cat tail language reference shots, I have a tuxedo cat who has one of the most expressive tails I've ever seen on a cat - I can try to get a few video caps of him when happy / annoyed / sparring with his sister.

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A couple of things you need to know about morphs.

 

1. Blender cant do them, the nifscript we use to export cannot export mroph animations.....so you'd need to use 3DS Max.

 

2. As with all non biped animations you cannot apply them to a biped object, that means if you want to morph a rigged object something, it can only be connected to a single bone.This is the same reason you cant do texture animations on armor.

Edited by da mage
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A couple of things you need to know about morphs.

 

1. Blender cant do them, the nifscript we use to export cannot export mroph animations.....so you'd need to use 3DS Max.

 

Tutorial including how to create in and export from Blender here. I assume that these would be used as alternative idle animations, and would be selected based on emotional state of the character.

 

It may be possible to import the stuff from the Blender tutorial above into 3DS Max and export as .tri files if that is what is needed - if someone can work out the process in idiot-proof stages I can probably do the bulk conversions during lunchbreak at work (I have access to 3DS Max, just never used it).

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  • 2 weeks later...

Current status

 

I believe that Razorpony is close to an alpha test version of the Khajiit feet for a HGEC female body and (possibly) Roberts male body.

 

Once tested, then mesh conversion to other body types is still needed, plus (ideally) integration into a master mod with Drake's Argonian alterations, so that you can install the race(s) you want with the body type(s) you want, and the correct clothing mods for the stock clothing.

 

Quick summary of other work which has been mentioned, but is not (as yet) part of the main mod concept.

 

There's some mention of alternate hands for Khajiits - not sure where that has taken us yet. And there's a small (very small) set of comments about Khajiit heads, where people have seen the Skyrim trailers. This MAY lead to a future expansion with an alternate head mesh.

 

The Centaur race is separate, but as some of the techniques and discussion were very much overlapping we've welcomed the presence of da mage and Semtex and others here - and maybe we'll create a standard template for future automated race body-part-and-clothing/armour replacement mods.

 

If you aim big, apparently (with these hard-working people) you get what you aim for - maybe even more.

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I'm still bashing my head against scripts over here. Sometimes I have a breakthroughbut it's usually a one-step forward and then one-step back sort of thing. Maybe a step sideways. I can get the armor meshes to change at times, but the real bugger is making them change back to the original mesh based on the race wearing it. I'm working with cloneforms now and still making SOME progress ( I hope) but it's dreadfully slow. Mark may be giving me more credit here than I deserve. :P

 

The meshes are now complete for greaves and boots, In Roberts male and female versions. I haven't worked on much of the clothing or HGEC models and won't until I can get the scripting ironed out and functioning reliably. I'm supposed to have the entire week off for the 4th of July so maybe I can get some coding done when I'm not busy working myself to death.

 

RP

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