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Animation tools, converting and cross-software compatibility


Arthemis

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Hi everyone, got a question. I'm using Luxology Modo, and I'm too lazy to learn 3dsMax or Maya from scratch just to be able to mod a couple of animation files. Is there any way to safely convert XP32's skeleton with all constraints and bones to a Modo-compatible format? The usual ".max->.obj" gave me a bunch of pyramids with no bones whatsoever.
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Well u can not add any new animations specialy combat moves from scratch so DONT BOTHER.

 

 

With all due respect, that's irrelevant. I can list a lot of mods adding new or tweaked animations, IMO, the hardest part is merging the new anim seamlessly into the game. That being my problem.

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I'm not speaking about CUSTOM monsters using CUSTOM animations. For now. Besides, who said one can't create a whole new monster animation set by replacing an existing one? But we're getting carried away. I want to modify existing animations, something that's been done long before me, using a toolset that's comfortable for me. If there's any way of converting Skyrim's animation to a modo-friendly format, I'd be really grateful if you told me. Edited by Arthemis
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Okay, you're clearly trolling me. My question has nothing to do with custom creatures and custom animation sets for them - although that's theoretically possible - and you're not providing me with any useful feedback. As such, all your further comments (unless useful) will be ignored. Have a nice day.
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This thread

http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim

Also this thread

http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__st__150__p__20091076#entry20091076

 

As for being too lazy - conversion is always going to be more work and less precise than working with the right toolkit in the first place :)

 

I don't know of any specific tools which would guarantee a 100% safe conversion, as you've already noticed.

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This thread

http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim

Also this thread

http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__st__150__p__20091076#entry20091076

 

As for being too lazy - conversion is always going to be more work and less precise than working with the right toolkit in the first place :)

 

I don't know of any specific tools which would guarantee a 100% safe conversion, as you've already noticed.

 

 

Thanks! I already got the part about conversion and exporting. Well, looks like I have no choice but to learn to animate in 3dsMax, and set aside my revulsion for it's unwieldy interface. Crap. Ah, well, it was worth a try.

 

Anyway, even if exporting the rigged skeleton from 3ds to modo works, the animation itself tends to be lost. Alas, no solution for that one for now.

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