SonOfAnarchy13 Posted February 9, 2012 Share Posted February 9, 2012 As the topic saids. It could be a collaboration between coders or a single person. 100$ to anyone that can do this. I will be willing to up it to 200$ for the quality. I am an Animator only and I know there are a couple Nif importers out there for maya but they are just simply not working for me. I can get the nif skeletons and meshes into 3d max, but they are simply the bones and nothing else. It is a start but pretty much un-animate-able. From my rigging and animating years, it seems from the naming of the bones the rigs are bip, if i'm wrong then they are a skeletal rig that have ik chains,constraints and expressions. I would apply my own controls to the skeleton to make them proper rigs but doing so might not work because the engine might not recognize what controls I personally do and thus the default would be best. I am wanting a Maya 2012 nif importer and exporter plugin that will import the rigs correctly with all their controls and export properly to be thrown in-game for testing. I know its hard, but hey you are getting paid for it :-p I preferably want to animate in Maya or Max(if i have to) So a plug-in for either will work. If I don't get someone in a week or so I'll break down and try blender. send me an email if your interested. [email protected] Link to comment Share on other sites More sharing options...
Ghogiel Posted February 9, 2012 Share Posted February 9, 2012 You can probably use Maya with the havok content tools for animation export. You can get the bones into a maya scene fairly easily, once there you can just throw some new bones into the scene and rebuild the skeleton and rig it up for animating. exporting the sequences should be very similar to the work flow for max. Link to comment Share on other sites More sharing options...
SonOfAnarchy13 Posted February 9, 2012 Author Share Posted February 9, 2012 well I was going to do the havok exporter, but do I need a 1 for 1 rig (meaning amount of bones and exact naming) for havok to export correctly? Because in all honesty rerigging a rig like this is a HUGE pain in the ass, more so then making a script. At least to me. Link to comment Share on other sites More sharing options...
Ghogiel Posted February 9, 2012 Share Posted February 9, 2012 (edited) yes you need a 1 for 1 and all the bones named correctly, assuming you are recreating the character rig and want your animations to work with the existing skeleton. No f'ing way would an exporter take less time deving than building a rig, it's a few hours for one and who knows how long to do the other. Edited February 9, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
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