SheerShaw2 Posted August 16, 2007 Share Posted August 16, 2007 http://www.cgauction.com/store/product_inf...?products_id=34 It looks like it can, and it's only $40, though I am not sure.... Link to comment Share on other sites More sharing options...
threedees Posted August 16, 2007 Share Posted August 16, 2007 Sure it could make the animations, but it would require plugins to export to .KF animation files (very unlikely) or to export to 3DSmax (possibly) from which you can save .KF files. Doing the later would be kinda pointless as you can do the animations in 3DSmax anyway (although getting them into blivy is still a pain). Link to comment Share on other sites More sharing options...
Peregrine Posted August 16, 2007 Share Posted August 16, 2007 Sure it could make the animations, but it would require plugins to export to .KF animation files (very unlikely) or to export to 3DSmax (possibly) from which you can save .KF files. Doing the later would be kinda pointless as you can do the animations in 3DSmax anyway (although getting them into blivy is still a pain). I think you're missing the point of that program. It's a motion capture thing (no idea if it's any good), and does something entirely different from keyframing animations in 3dsmax. As for can it do them, I have no idea, it depends on what Obilvion's awful import/export limits will allow you to do. Just at first glance, it looks like as long as you have a good camera setup and do the capture right, you'll get useful skeletal animation data out of it. But I have no idea if format limits will allow you to get it into Oblibion without 3dsmax (can Blender read that format?). Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 16, 2007 Share Posted August 16, 2007 Sure it could make the animations, but it would require plugins to export to .KF animation files (very unlikely) or to export to 3DSmax (possibly) from which you can save .KF files. Doing the later would be kinda pointless as you can do the animations in 3DSmax anyway (although getting them into blivy is still a pain). Pretty much... Except there is also the whole thing with Oblivion having mostly hard coded animations for movement and weapons which right away screws over most of the stuff people would want to do. The only new NPC animations that would be supported by Oblivion modding are idle animations, meaning that a mod project would have to have something they need made, and someone would have to be around to make it. While motion capture can lessen the work load of manually making animations, it isn't something people could just pick up and apply. Any motion capture would have to have reflectors positioned in the exact proportions to the model, any discrepencies would lead to warping issues with the model and still have to be manually adjusted to lessen the effects. And that's if the formats are even compatable. For the handful of things which you could actually do with those animations, and still needing all the other programs (along with knowledge to use them) it really isn't worth it. While the potential for adding new creatures and animations for those creatures exists, and isn't as limited, but as motion capture for creatures wouldn't exactly apply, those would have to be done by hand. Because of this, there aren't many who have the capacity to make a new creature model, texture it, figure out bones and weighting for that model, then try to make new animations for it that don't look horrible. Which needless to say is a hell of alot more challenging than pretty much anything else meshing wise. Link to comment Share on other sites More sharing options...
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