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Poser Animatons for Skyrim


FireBug3

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My friend got Poser 8 and i was thinking that it would be realy nice to import those animations in to Skyrim.

 

After some researching i come to a conclusion that those animations need to be converted to Blender first and then to Skyrim, but there is a problem i dont know how to fix, that is problem with the skeleton, it says we have to use standart skeleton from Skyrim, but animations in Poser using thair own skeleton, so maybe there is a way to replace Poser skeleton with skyrim skeleton with out breaking the animation?

 

how do you guys think we can fix this problem ?

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Your information is certainly not based on Skyrim, is it?

 

With Blender you can't even make a working mesh for skyrim yet. Not to talk about animations. They are a totally new format (.hkx for the havok engine), which you can "manipulate" with havok's free tools, and there is some sort of plugin to 3DS. But Blender?

 

But since I don't even have the current work-around tools to extract the animation files, all I can do is speculate.

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Your information is certainly not based on Skyrim, is it?

With Blender you can't even make a working mesh for skyrim yet. Not to talk about animations. They are a totally new format (.hkx for the havok engine), which you can "manipulate" with havok's free tools, and there is some sort of plugin to 3DS. But Blender?

But since I don't even have the current work-around tools to extract the animation files, all I can do is speculate.

My bad, since we dont have CK i have assumed that animations will work like in oblivion, but of course with havok tools this should be a lot more easy to make animations, ill look in to it, thanks for info.

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With Blender you can't even make a working mesh for skyrim yet.

with a little nifskope you can...

 

about the anims, I wouldn't bother yet unless you already can animate. Suffice to say there are methods that can retarget animations between 2 different rigs, in fact iirc from HBT documentation it does such a thing...

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... but of course with havok tools this should be a lot more easy to make animations ...

Let's keep our fingers crossed. I'm not so sure yet if it's really easier.

 

Havok is based on scripting, and I read something about C++ like language, plugin for MS Visual Studio, ... If this is was is needed, I think it might turn out much harder for us non-professionels.

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With Blender you can't even make a working mesh for skyrim yet.

with a little nifskope you can...

 

about the anims, I wouldn't bother yet unless you already can animate. Suffice to say there are methods that can retarget animations between 2 different rigs, in fact iirc from HBT documentation it does such a thing...

Hey Ghogiel,

 

I deeply and very much appreciate all the work people like you, throttlekitty, and others do to make these things possible. But I'm not the type of creative guy who tries to figure out which work-around tool can help me do a "sort of working" mesh. I can't even extract Skyrim files right now (with bsacmd). I'm too lazy for that, I'm afraid. I want to do some scripting, and some animations. And I can wait for a few more weeks ... :)

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Let's keep our fingers crossed. I'm not so sure yet if it's really easier.

Havok is based on scripting, and I read something about C++ like language, plugin for MS Visual Studio, ... If this is was is needed, I think it might turn out much harder for us non-professionels.

I have not been writing in C++ for ages, latest versions of C++ are more easy to use and while MS Visual Studio Express is a free software, there should not be any troubles with this.

 

However, i still would like to import animations from Poser, that would easen up the work for animators a lot.

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I'm the same actually. I much prefer perfect setup in max then just press export and forget about it. But it's been like that since ob... There just is no one shot method for exporting animations straight out without doing a few things post. And there will probably never be a one shot animation method out of blender for skyrim... It's all faff.
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My friend got Poser 8 and i was thinking that it would be realy nice to import those animations in to Skyrim.

 

After some researching i come to a conclusion that those animations need to be converted to Blender first and then to Skyrim, but there is a problem i dont know how to fix, that is problem with the skeleton, it says we have to use standart skeleton from Skyrim, but animations in Poser using thair own skeleton, so maybe there is a way to replace Poser skeleton with skyrim skeleton with out breaking the animation?

 

how do you guys think we can fix this problem ?

 

Actually, porting content from other sources without permission isn't the best of ideas. You'd have to ask the creators of the animations if you can put them in the game to start with.

 

However, an even better idea would be to create new animations when we have the nif scripts and once you know what you're doing regarding making animations. It'd probably be less hassle than porting them and it probably wouldn't get you into trouble. :)

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Actually, porting content from other sources without permission isn't the best of ideas. You'd have to ask the creators of the animations if you can put them in the game to start with.

However, an even better idea would be to create new animations when we have the nif scripts and once you know what you're doing regarding making animations. It'd probably be less hassle than porting them and it probably wouldn't get you into trouble. :)

You got it wrong, Poser is not a game, its a IDE that allows you to create your own animations easily.

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