Jump to content

Converting animated Oblivion mesh to FNV


Jokerine

Recommended Posts

Is this all really necessary? Like, creating a skeleton and stuff? I don't remember if the vultures in the game have a skeleton but I figure if this is just an animated static it would be a lot easier than going all the way. But then again I have no idea about animating models...

Sort of. I don't think I could make the body flex naturally with empties. Still, it's not quite as in depth as an actual ai controlled creature. On the plus side it's already rigged to a skeleton though.

 

I haven't looked at the vultures, but it's possible, if they're an anim static and set up the right way for it, that you might be able to paste the visible part of the seagull into it in place of the vultures in nifskope. You just probably won't have flapping. I did the same with UFO's and planes on vertibird animations before I made custom animations for both.

 

I still want to make your flappy version though, just for fun.

Link to comment
Share on other sites

This is a simple animated static.

I believe that rebuilding the Controllers structure and copy/pasting the KeyData over the static converted should do the trick.

I was asked by Jokerine to do this but had to decline because of lack of time.

If it's not solved by this week-end, I'll find a couple of hours anyhow to give a shot.

Link to comment
Share on other sites

This is a simple animated static.

I believe that rebuilding the Controllers structure and copy/pasting the KeyData over the static converted should do the trick.

I was asked by Jokerine to do this but had to decline because of lack of time.

If it's not solved by this week-end, I'll find a couple of hours anyhow to give a shot.

You can do it if you want. It may take me longer because I'd be animating it from scratch and I'm perpetually drowning in projects. I just offered to help because Jokerine is always so friendly and helpful. That and I'm kind of a fan.

 

If you can do it easier and quicker, by all means, do so.

Link to comment
Share on other sites

It doesn't matter to me who does it, but it does matter to me that Jokerine has the material she needs for her project for the same reasons you've given. :)

 

A couple of hours in the week-end is the only time I will have available for modding. But I might be overconfident on my ability to achieve it in such a short time.

 

Maybe we could join our forces in a way or another. :)

Link to comment
Share on other sites

I agree. I know that you know your way around nifskope much better than I do, so I'm confident that you'll be able to do it and more likely preserve mrSitka's animation than my method, but I'll continue working on it in blender when I can, just in case. As long as it gets done one way or another, I'll be happy. Edited by uhmattbravo
Link to comment
Share on other sites

Tamira managed to convert the nif to FNV format and the animations do work in Nifskope, but the mesh appears invisible in game. Can any of you wizards take a look and see why that may be happening? Hopefully this would make it all easier! :smile:

[snip]

Edited by Jokerine
Link to comment
Share on other sites

The SF_Skinned shader flag is not checked.

Â

@uhmattbravo, You script an invisible collision / activator to to move around with the creature.

Thanks on both counts. If Jokerine's problem is solved, that's one less thing I need to worry about. The flying creature thing adds some work to my list, but if I can get it to work, it'll be well worth it.

Link to comment
Share on other sites

The SF_Skinned shader flag is not checked.

 

Cool beans, I changed that now and it's working perfectly. Thanks for the tip!

 

And yeah, Matt, guess now you're free to keep working on your stuff. Good luck and thanks again, everybody :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...