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Werewolf Beast form with Human (or other) mesh?


talindra

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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 by talindra
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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.

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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 ^^

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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.

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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 mess

so 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

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