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Oblivion Creatures


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in quite a few cases you will need to edit the animation files for the creatures, also

not just the skeleton or body, for example i can't place helborne's fumanchu mustache on a xivilai until I learn animations better with a 3D program like blender or 3dMax

Not quite true. You would only need to alter animations or the skeleton if the current skeleton and animations was not suitable for what you wanted to add.

 

For instance, you could add a pair of horns to the wolf mesh, and just weight the horns to the skull, and not have any problems. As far as adding branches to fingers, that depends on how you want those branches to move with the hand and those fingers. If you wanted them to bend like fingers, then you would need to use a skeleton which has fingers as long as you want to use, and you'd be limited to using tha animations for that skeleton. If no skeleton like that exists, or if the animations for it aren't suited to your uses, then you would have to make a new skeleton, or altered animations. If you don't need the branches to bend so much, or aren't concerned with clipping, you have a bit more freedom with skeletons. You just weight most of the branches to a single bone or group of bones. However, any attacks will use the positions of the bones, and not the mesh. If this is a creature, it can be offset somewhat in the CS, but may cause some unwanted effects.

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in quite a few cases you will need to edit the animation files for the creatures, also

not just the skeleton or body, for example i can't place helborne's fumanchu mustache on a xivilai until I learn animations better with a 3D program like blender or 3dMax

Not quite true. You would only need to alter animations or the skeleton if the current skeleton and animations was not suitable for what you wanted to add.

 

For instance, you could add a pair of horns to the wolf mesh, and just weight the horns to the skull, and not have any problems. As far as adding branches to fingers, that depends on how you want those branches to move with the hand and those fingers. If you wanted them to bend like fingers, then you would need to use a skeleton which has fingers as long as you want to use, and you'd be limited to using tha animations for that skeleton. If no skeleton like that exists, or if the animations for it aren't suited to your uses, then you would have to make a new skeleton, or altered animations. If you don't need the branches to bend so much, or aren't concerned with clipping, you have a bit more freedom with skeletons. You just weight most of the branches to a single bone or group of bones. However, any attacks will use the positions of the bones, and not the mesh. If this is a creature, it can be offset somewhat in the CS, but may cause some unwanted effects.

 

So say if i wanted (which i do) change the Frost atronach into a tree like say tree body tree arms n lets how would i go about doing this ?

 

Thanks Darkninja Productions

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