talindra Posted December 1, 2011 Share Posted December 1, 2011 (edited) Hi! I was mulling over the idea for putting together a mod where beast form kept its powers (claw attacks, etc), but where the mesh/textures used were just of the regular character. Just batpoo crazy savagery stuff, thought it might be fun. Thing is I'm not really sure where to start, and was wondering if anybody could give me some advice. Replacing the werewolf mesh with a human one results in a twisted flesh abomination, I'm guessing because the skeleton is weighted differently. :/ Generally technically literate, but no experience with past Bethesda tools. Thanks for any help. :) Edit: And also, would it just be easier to somehow access the werewolf attack animations when in human form by accessing the spells? Unsure about which path is more efficient! Edited December 1, 2011 by talindra Link to comment Share on other sites More sharing options...
jimhsu Posted December 1, 2011 Share Posted December 1, 2011 Hi! I was mulling over the idea for putting together a mod where beast form kept its powers (claw attacks, etc), but where the mesh/textures used were just of the regular character. Just batpoo crazy savagery stuff, thought it might be fun. Thing is I'm not really sure where to start, and was wondering if anybody could give me some advice. Replacing the werewolf mesh with a human one results in a twisted flesh abomination, I'm guessing because the skeleton is weighted differently. :/ Generally technically literate, but no experience with past Bethesda tools. Thanks for any help. :) Edit: And also, would it just be easier to somehow access the werewolf attack animations when in human form by accessing the spells? Unsure about which path is more efficient! Need to figure out Havok Behavior and retargeting for this to be remotely possible. Link to comment Share on other sites More sharing options...
DigitalLion Posted December 1, 2011 Share Posted December 1, 2011 Hi! I was mulling over the idea for putting together a mod where beast form kept its powers (claw attacks, etc), but where the mesh/textures used were just of the regular character. Just batpoo crazy savagery stuff, thought it might be fun. Thing is I'm not really sure where to start, and was wondering if anybody could give me some advice. Replacing the werewolf mesh with a human one results in a twisted flesh abomination, I'm guessing because the skeleton is weighted differently. :/ Generally technically literate, but no experience with past Bethesda tools. Thanks for any help. :) Edit: And also, would it just be easier to somehow access the werewolf attack animations when in human form by accessing the spells? Unsure about which path is more efficient! :) you though about replacing the skeleton and the animations? ^.~ i did it for my wolf mount mod seemed to work ^^ Link to comment Share on other sites More sharing options...
jimhsu Posted December 1, 2011 Share Posted December 1, 2011 Related note: Implementing beast race H2H animations onto other playable races? Took a look at TESSnip and changed a few things, but could not figure it out. Manually replacing the .hkx files - no go either. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 Manually replacing the .hkx files - no go either.What happened when you did that? Link to comment Share on other sites More sharing options...
jimhsu Posted December 1, 2011 Share Posted December 1, 2011 Manually replacing the .hkx files - no go either.What happened when you did that? Nothing actually. Tried renaming beasth2h_* files to h2h_* files and sticking them under animations folder - absolutely no change. I still don't understand havok so could be something there. Have not tried replacing skeletons yet. Link to comment Share on other sites More sharing options...
talindra Posted December 2, 2011 Author Share Posted December 2, 2011 Thanks for the replies. Geez, didn't think it would be that complicated. :( I guess in Jan we'll be able to see how portable animations are between skeletons with CK? :S Link to comment Share on other sites More sharing options...
hoodz Posted December 2, 2011 Share Posted December 2, 2011 Been discussing this problem in this thread:http://www.thenexusforums.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/page__st__30 You cant just replace it as it uses a blendshape most likely, so if you just swap it out the vert numbers wont match up and you end up with a crash or a messso you have to change both shapes the starting phase and the full transformation so the vert numbers match up Hopefully I can find out more on this subject next week when I have some more free time on my hands Link to comment Share on other sites More sharing options...
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