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Oblivion Skeleton and Animations


billypnats

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hello all

 

i m doing a Blood Elf mod for Oblivion with SHivering Isles that introduces Blood Elves of World of Warcraft MMOPRG as playable race

 

as all who played that game know, they got some speical way of moving

 

so i must edit the way BE NPCs and player itself moves

 

more so..i must edit male and female movement and idle movement

 

 

Mur_Zik said in an earlier post and i quote:

 

,,2. There are 3 locations were .kf files are stored: \_male, \specialanims, \idleanims. Again, as far as I understand, \_male -> basic anims, \specialanims -> alter basic anims and \idleanims -> SpecialIdle anims.''

 

where are \_male, \specialanims, \idleanims ?!

 

how can you see and edit them ?

 

with what soft ?

 

thanks a lot

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hello all

 

i m doing a Blood Elf mod for Oblivion with SHivering Isles that introduces Blood Elves of World of Warcraft MMOPRG as playable race

 

as all who played that game know, they got some speical way of moving

 

so i must edit the way BE NPCs and player itself moves

 

more so..i must edit male and female movement and idle movement

 

 

Mur_Zik said in an earlier post and i quote:

 

,,2. There are 3 locations were .kf files are stored: \_male, \specialanims, \idleanims. Again, as far as I understand, \_male -> basic anims, \specialanims -> alter basic anims and \idleanims -> SpecialIdle anims.''

 

where are \_male, \specialanims, \idleanims ?!

 

how can you see and edit them ?

 

with what soft ?

 

thanks a lot

Already answered this one on the second post.

Fairly sure he uses the same skeleton as everyone else. Otherwise you could setup different animations for beast races. And although I don't know the specifics, believe it was already attemted, and didn't work. The problem with new animations wasn't so much limiting it to the player, but rather it replacing all the animations for a group. In the case of weapon animations, all 1 hand attacks use the same set of animations, all 2 hand attacks use the same set of animations. So outside of giving the player a funny walk, there isn't too much which is practical. Also, many of those who could do even that seem to be more interested in making sex poses, rather than rework any of the existing animations. Needless to say, new animations are rather hard to do, or make look right, so the person doing them probably needs some specific motivation to do so.

The only change to that is that different attack and walk animations can be setup for specific NPCs, using the 1.2 CS, but those animations still need to be named and setup properly. Idle animations however require setting up several conditions to make them work in game, so are probably not worth the effort involved.

 

Regardless, the key to all of this is that any new animations take a very specific set of modding skills that very few have, and most are likely saving for their own projects. Animations are not something which can easily be learned since they require personal talent and access to certain programs. So, unless you already have the animations on hand, with the proper naming and setup, what you want probably isn't going to be happening.

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nice thread, just too bad you didn't discover my mod yet...

Mayu's Race Idles

 

The changes however are only visible if you have a custom attack replacer, and only vanilla races are covered.

I actually want to start to work on version 2.x which would include some Mod-NPCs and a few animations for NPCs(and maybe for the player), but my windows won't allow me to access Oblivion and I'm not sure how long it'll take untill I can fix this.

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Thank you Vagrant

 

thing is

...i got 3 D Studio Max 2009 licensed

 

(dont ask why i spend a truck-load of money getting it licensed :D)

 

Adobe CS4 also licensed

 

all the NifScope and Niftools expoerter, Blender, Python, latest OBSE and OBMM and latest version of Oblivion with S.I.

 

so i got all the tools

-------------------------------------------------------------------------------------------------------------------------------------

 

what i want to do is actually quite simple ......

 

the Blood Elves have acutally a regular humanoid body, so i just need to create head (with ears, facial expresion etc), hair types

 

i was thinking of using the Imperial human model and altering it abit

 

 

i did found detailed NifScope tutorial for changing/ doing and making animation work in Oblivion, but i havent found any 3 D Studio max tutorials for doing this ---- do you know of any ?

 

i feel 3 D Studio Max is much more powerful than NifScope when it comes to animating

(no sense to use a small .38 pistol, when i have acces to a full working M16 with grenade, right ?)

 

with 3 D Max, i can import the file Skeleton from D:/Oblivion Unpacked/ Meshes/ Characters/ _1stperson/ Skeleton

 

is this the skeleton i m going to use it to create new animations ?

 

 

FINAL CONCLUSION ..... do you know of any link, person etc that did any kind of anymation, no mater how simple, to a newly created race ?

 

...or any tutorial ?

 

NifScope has tutorials....yet i m having difficulty finding 3 D Max

 

why dont i wanna use Nifscope ?

reason 1) i got 3 D Max....

 

reason 2 ) 3 D Max is much easier, more flexible and intuitive, with alot more advance features

 

i would gladly pay with credit card, if such guide was on a paid site

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First, nifscope is not a 3d modeling software, it is 100% necessary in almost every case when dealing with making a .nif file work properly with Oblivion. I can almost garentee you that you will need to do some work in it to adjust various blocks within the .nif. You can't actually make anything with nifscope, so your argument is kinda empty. It's not 1 gun vs another, it's a paintbrush (3dsmax) verses a stencil. Even if you are exceptionally good at free-hand painting, you won't be able to get it exact without use of the stencil.

 

Second, custom race heads aren't really doable due to how the game works the facegen morphs. So far, I don't think anyone has managed to make a new head mesh for a NPC race that wasn't just a few minor displacements of some verticies. Creating the .egt and .egm, and .tri files for heads hasn't really been worked out as far as I know, and can only be done for things like helmets which have far fewer related morphs.

 

Third, that is the 1st person skeleton which only covers 1st person animations. For 3rd person animations (animations of NPCs) you'll need to use the normal skeleton in characters\_male. There are different skeletons and animations for both 1st person and 3rd person.

 

As for everything else, I havn't had the time to even attempt anything related to this lately, so best of luck. You probably won't find many 3dsmax tutorials on this since it's an expensive commercial program that people normally need to pay for classes to learn. But, the main difference between doing animatons for Oblivion, and doing any other animation in 3dsmax is really just getting the right skeleton, setting up the animation timing to match game timing, and making sure that the exporter is setup correctly. Most of that can be searched for over at niftools (probably one of those places you skipped over since you didn't understand the purpose of nifscope). The rest of animations is really just in knowing how to use the program, and as said, there really aren't any free tutorials to teach you that.

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thnaks a lot :D

 

i know quite abit about how to use 3 D max ...both making and animating

 

 

once i do manage to get an animation done in 3 D Studio max and get oblivion to play it, i ll happily post a highly detailed walkthrough from beggining to end for all to see

 

your info is gold :

 

quote: ,,Third, that is the 1st person skeleton which only covers 1st person animations. For 3rd person animations (animations of NPCs) you'll need to use the normal skeleton in characters\_male. There are different skeletons and animations for both 1st person and 3rd person.''

 

a) so basicly......what you are saying here...is that any changes done to the animation for 3rd person Skeleton, will alter all NPCs ingame using it ?

or i must go and do it, for each NPC individual ? (this isnt that bad actually...i can simply copy/ paste the skeleton and its new movement as many times as i need for all the new NPCs, right ?)

 

b) when i ll do abit of new animations..i dont want to alter the normal NPCs in any way !

just the new Blood Elf race that will appear

 

so...as the NORMAL game NPCs use the same 3rd person skeleton as always....

my new race will use its own new 3rd person skeleton for all Blood Elves, called BESkeleton.nif..is this possible ?

 

to go deeper and make things more ,,spicey''...i d like to make male and female Blood Elves use abit different motion skeletons

 

thats because male BE walk arrogant and self confident, while female BE also walk arrogant, but abit on the sensual side, more fluid motion

(NO! deffinetly i dont plan any stupid erotic things, like i ve seen some people wanting on some boards !!!)

 

 

AND finally

 

c assuming it is not possible to get the game to recognize new skeletons and way of motion for new races ..... is it possible to alter the movement of the existing skeletons, just abit, and ONLY for the new race ?

 

 

 

also, at this point, i m noticing conflicting answers ... over at Oblivion forums, people say i ll be forced to edit 1 NPC at a time

 

yet some said it can be done

 

thnx alot for all

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The animations are not saved on the skeleton, they are saved as seperate files with the .kf extension. .kf files do not themselves contain the skeleton, they only contain the frame sequence for positioning the nodes of the skeleton.

 

Animations are setup based on the specific NPC, look at how sheogorah is setup if you have SI, he has a special walk animation which is checked, and the normal animation is unchecked. It's the same exact concept if you can figure it out. Skeletons are based on the NPC as well. I'm not sure on the purpose of setting up a seperate skeleton, so can neither confirm or deny that it is necessary since the skeleton is not actually being changed, and as sitting, running animations can show, different skeletons use the same animations.

 

For your first goal, you should probably just work on making an idle animation or something simple to make sure you understand the formats, and know what you're getting into.

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yep :D

 

you read my mind

 

i m goingto start easy at first...just make a stupid idle animation to get a grip on the basis and go from there

 

i m not afraid of hard work and i kno i got a loong road ahead of me

 

(and a potential law-suit from Blizzard Inc. if my mod is too succesful, if it turn out tne way i want it :D)

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yep :D

 

you read my mind

 

i m goingto start easy at first...just make a stupid idle animation to get a grip on the basis and go from there

 

i m not afraid of hard work and i kno i got a loong road ahead of me

 

(and a potential law-suit from Blizzard Inc. if my mod is too succesful, if it turn out tne way i want it :D)

 

Keep up the fighting spirit,man! I'll cheer for you...

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