Furrywolf Posted January 29, 2012 Share Posted January 29, 2012 I love this idea! I missed it in Oblivion and I just wish that there would be a mod for Skyrim where the Khajiit would have digitigrade legs instead of the plantigrade ones! Had an idea of making an awesome looking Khajiit with leg wrappings instead of wearing shoes cause they have paws and lots of fur anyway :3 Like in this picture from Blotch: http://www.furaffinity.net/full/7010038/ It's not ''adult'' or naked or sexual in any way! Link to comment Share on other sites More sharing options...
RaktoastTheSandwichTopper Posted January 30, 2012 Share Posted January 30, 2012 this would be very exciting especially if they were added in as citizen but im guessing that would be a lil harder Link to comment Share on other sites More sharing options...
Atemisc Posted January 30, 2012 Share Posted January 30, 2012 Might be somewhat pushing it, but I'd kinda' like to have a rabbit like race with multiple fur colour options and different ways to wear the ears, like having them straight down behind the head. Link to comment Share on other sites More sharing options...
mythnet Posted January 30, 2012 Share Posted January 30, 2012 Well we have the argonians and kajiit Link to comment Share on other sites More sharing options...
shadowxi304 Posted January 30, 2012 Share Posted January 30, 2012 (edited) hehe, dont forget about my alternate start idea, im sticking to that idea, and i hope everyone else likes that idea, hehe~ ^.^ Edited January 30, 2012 by shadowxi304 Link to comment Share on other sites More sharing options...
magnemoe Posted January 30, 2012 Share Posted January 30, 2012 Like Drake said I'm trying to get these working with little or no changes to the skeleton. I compressed the entire leg a bit overall so the knee is higher than where it would be on the vanilla body. I still don't know what that will look like when animations are run. It may work, it may look awful. WHo knows, maybe an animator will jump on board with this but until then I gotta work within my limitations.And thanks for the comment. :D RPThis is really amazing, it look real good, and yes I agree with you to keep the knees in position. This way few of the outfits need to be modified, probably robes and dresses might need to be pulled a bit back below the knees, replacing boots with leggings will be an larger job. As for animations, http://www.checkitplanner.com/captivate/intro/work.htm this uses the default victoria 4 walk animation, work because the paw/toe and knee position is at the same point as default. Link to comment Share on other sites More sharing options...
BeakieHelmet Posted February 11, 2012 Share Posted February 11, 2012 (edited) http://skyrim.nexusmods.com/downloads/file.php?id=8934 Well, I made a thing to fix some of the Khajiit heads. http://steamcommunity.com/sharedfiles/filedetails/?id=9711 It's also on steam workshop Edited February 11, 2012 by BeakieHelmet Link to comment Share on other sites More sharing options...
AreeSoothsayer Posted February 15, 2012 Share Posted February 15, 2012 Hey, I have a question... How many furries there is in this topic ? :D Been a furry since I saw Robin Hood by Disney when I was a kid. Around 30 years ago. My first hero was Robin, my first childhood crush was maid marian. Hit teenager became the normal male brain full of sex, just furrier. =P Btw, what do you think of a non-lore friendly addition of one of these into the mix? Link to comment Share on other sites More sharing options...
TheDragonEpmperor Posted February 16, 2012 Author Share Posted February 16, 2012 i've been a furry since i dunno year 2000 i think I like to see more Non-lore Beast races on Skyrim. I've got one though i think is the Sergal Mod Link to comment Share on other sites More sharing options...
Semtex Posted February 16, 2012 Share Posted February 16, 2012 (edited) About khajiit (and other anthropomorphic race) animationshttp://img31.imageshack.us/img31/9920/noha.jpgNormal animation skeleton (green) has three major joints - hip, knee and instep (as normal human leg in Oblivion and Skyrim skeleton). The main movement is based on the hip and knee, instep ranges little. For proper leg movement we need to correctly determine the degree of "wrap" legs in the "knee" and "heel" and the length of the calf bone. The animation then there is no need to change. The leg according "true" khajiit leg indicate (red) four major joints in skeleton. Animations for that leg skeleton then needed to "proper movement" movement at least in three major joints (hip, knee, heel/instep - four joint is finger / toe). Then we need create completly new animations for legs...Because if we only "bends" leg skeleton in the knee and instep and the last bone (finger/toe) extended (to reached to the ground), the animation looks terribleProblem is, many plugin creators, try to do khajiits and argonians at similar fashion as in Morrowind. But that does not work. "Stooping" skeleton, with the forward knee extended can not use standard animation in Oblivion and Skyrim - it looks terrible. In Oblivion and Skyrim skeleton must be straight, as for humans. Then "bends" must be an model, not skeleton. AreeSoothsayer - an cat-centaur?Da mage create base skeleton, model, some animation and basic scripts for clasic centaur (in Oblivion). I tried to do something with his base idea - it is this:http://img832.imageshack.us/img832/3558/kent20.jpg Pyrothraxus MoonStar -Do not be too strict. In Oblivion we had a minotaurs. And how many subraces have khajiit? Some are, as described, very similar to bosmers - and some others are used as riding animals. Edited February 17, 2012 by Semtex Link to comment Share on other sites More sharing options...
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