allomerus Posted December 30, 2011 Share Posted December 30, 2011 (edited) Heyall! As I say in the title, I'm presently working on a custom bow mesh, and I was wondering if the following could be done for Oblivion: 1. Create a bow with many objects (i.e. all bow models I've seen use only one mesh - and therefore one object). I wanted to know if I could make, say, one object for the hilt, one for the bow's arms, one for the gems on the bow, etc. I know it is possible with almost all other objects, but the bow uses a shape key (as of Blender vocab) rather than bones to function, so I ignore wether or not the shape key method can be applied to many objects AND be imported into a working NIF file. 2. Provided that no. 1 IS feasible, would it be possible to permanently attach the ''lightning effect'' (idk how to call it exactly), by which I mean the ''texture shader'' that adds those electricity arcs to the character's texture when affected by a shock spell, to a bow? 3. IF no. 2 is feasible as well, can this shader be restricted to a single object within the weapon model? I want a particular part of it to be continually affected by the lightning shader while the rest remains untouched. 4. Would that lightning shader ruin transparency? I know many alpha layers tend to bug with Oblivion. 5. If only no. 1 is possible, can I simply attach a texture animation on one of a weapon's mesh objects? 6. If any of these questions/projects actually happend to have a positive answer, do you know where I can get clear info about doing it? I haven't been quite successful ; that information is either unexistant or well-hidden between mountains of data. All I could get my hands on was the tutorial to import a bow into NifSkope, which, althought correctly working, dosen't help bring answer to those deep and painful existential issues. 7. Thanks for reading this far and for eventually answering, I appreciate the help as much as I need it! I'm trying to honor one ow Wow's most amazing legendaries, and I don't intend to sleep until I allow it to reach its full amazingness. Edited December 30, 2011 by allomerus Link to comment Share on other sites More sharing options...
didiusdeddysalam Posted April 20, 2017 Share Posted April 20, 2017 for animation just simply put the bloody mesh with animation in it...and adjust the bone of that mesh with animation to your target mesh...do it like this one : https://plus.google.com/+QvintvsDidivs/posts/WeW8EbZegc7 How to create bows by Nicoroshi Link to comment Share on other sites More sharing options...
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