Ironman5000 Posted March 16, 2013 Share Posted March 16, 2013 (edited) I have an idea for a mod but could do with few pointers to get it going - I would like to make one with collectable figurines of NPCs and creatures, in different poses but not sure exactly how to go about it. In the skyrim statics are figurines used for loadscreens so if they were to be messed with in nifskope i'm sure they could be made into objects with collision? I'm guessing there some sort of render program used to make posing NPCs/creatures and convert them to a nif, can anybody shed some light on this maybe a link to a program? I'm not totally sure if this is doable but it's a concept i've been wanting to make for a good while now. Edited March 16, 2013 by Ironman5000 Link to comment Share on other sites More sharing options...
hardarg Posted March 16, 2013 Share Posted March 16, 2013 (edited) I was also thinking of doing the samething in my spare time, partially to fulfill that Toy Shoppe request . Though I never got the time to doing it. Anyway this is possible with 3dsMax, I've been using it to make _gnd files for my armor mods. But I'm sure its applicable to creating figurines as well. This is a brief summary of what I do in Max:-Import skeleton, then the meshes-Animate the skeleton to a specific pose in a keyframe.-While still in that keyframe, collapse stack for every mesh,-Return to keyframe 0-Export.As for Nifskope:-Fix textures-Open a vanilla clutter item (e.g. potion)-Remove nitrishape branch from the vanilla-Copy nitrishape of each mesh in your nif, then paste branch it in the vanilla. Let me know if it works out. :thumbsup: Edited March 16, 2013 by hardarg Link to comment Share on other sites More sharing options...
Ironman5000 Posted March 16, 2013 Author Share Posted March 16, 2013 So I need 3dsMax then? I have been trying wrap my head around blender now and again to no avail, maybe I will have a go at this when (or if) I become more familiar with the language and processes then, or could be a basic tutorial out there for something like this...if this will work in blender? Link to comment Share on other sites More sharing options...
hardarg Posted March 16, 2013 Share Posted March 16, 2013 I have yet to use Blender, so I can't really provide any insight, :confused: but I'm sure the workflow is similar. Link to comment Share on other sites More sharing options...
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