myrmaad Posted January 29, 2009 Share Posted January 29, 2009 http://i118.photobucket.com/albums/o108/crossbones59/Pellucidar/WHTex.jpg I'm one step closer, I'm working on weightpainting him to the oblivion horse skeleton. We'll have to see what happens. One question though, is there a way to add them to the game without replacing the existing horses? Yes, yes! You don't want to replace the existing horses, you're going to make a new Form. See if this doesn't provide a few clues that might help out a bit. http://cs.elderscrolls.com/constwiki/index...dable_Creatures Link to comment Share on other sites More sharing options...
exanimis Posted January 31, 2009 Author Share Posted January 31, 2009 Sorry but it looks like he's just going to be part of a statue. I can at least get static objects into the game. I've contacted several modders who have added new creatures to the game and got the same answer every time. If they added their own creature or animal, they only did it once. They found it too complicated to attempt again. Most of them only change the mesh of an existing creature and rig it to an existing skeleton. I suppose I could go back and start with an oblivion horse and just change the mesh a little. Link to comment Share on other sites More sharing options...
myrmaad Posted January 31, 2009 Share Posted January 31, 2009 Sorry but it looks like he's just going to be part of a statue. I can at least get static objects into the game. I've contacted several modders who have added new creatures to the game and got the same answer every time. If they added their own creature or animal, they only did it once. They found it too complicated to attempt again. Most of them only change the mesh of an existing creature and rig it to an existing skeleton. I suppose I could go back and start with an oblivion horse and just change the mesh a little. That's interesting because CUO has bats, gargoyles, skeleton horses, rabbits, I'm thinking those were all done by Mr. Silka but I could be wrong. it seems to me lots of additional unique added animals, but yes: It does have to be rigged to an existing skeleton. Anyway I thought you were clear on that, but what went wrong? Why give up with no details about what happened? It looks like the proportions might be off a little. At any rate, it will be fine as a statue. I can think of many ways to use it that way, I'm sure you will find a satisfying way to use it in your mod. Link to comment Share on other sites More sharing options...
exanimis Posted January 31, 2009 Author Share Posted January 31, 2009 It's not that I'm giving up, it's just that I'm right back at where I started. I will not be able to get anything into the game until I figure it out and the help that I need doesn't seem to be anywhere around. I want my own creatures in the game and I will learn howto do it. it will just take a long time and I don't want to get anyone's hopes up. I need to quit posting on these threads until I can accomplish what I'm trying to do. I've asked for help but I don't think this is the right forum. Hopefully later I can post something worth posting. I've run into the same problems with this horse that I've had all along with my own creatures. I'll figure out how to do what I need and then I'll have something worthy of being posted. Link to comment Share on other sites More sharing options...
TotallyNotToastyFresh Posted January 31, 2009 Share Posted January 31, 2009 Well, this should be simple enough with some simple mesh editing - just scale the stock Oblivion horse's legs to be thicker, and there you go. Link to comment Share on other sites More sharing options...
exanimis Posted January 31, 2009 Author Share Posted January 31, 2009 Well, this should be simple enough with some simple mesh editing - just scale the stock Oblivion horse's legs to be thicker, and there you go. I'm sure that you could do that but this horse has a lot more than thick legs. Everything on this horse is different, I could go into detail but I'm not. The differences can be seen in the comparison shot but even then, I guess it would take an artistic eye. Myrmaad, as ashamed as I am of the fact, I had forgotten about Mr_Silkas. I just sent him a PM and hopefully he can help me with my problem. I'll just have to wait and see. I'm working with some information that Walax sent me and I'll see what I can do with it. My posts may have come across as me being selfish, I didn't mean for them to. I have had a headache for five days and I am frustrated with it and the problems that I'm having with my mod. I'm not giving up. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 31, 2009 Share Posted January 31, 2009 Well, this should be simple enough with some simple mesh editing - just scale the stock Oblivion horse's legs to be thicker, and there you go. I'm sure that you could do that but this horse has a lot more than thick legs. Everything on this horse is different, I could go into detail but I'm not. The differences can be seen in the comparison shot but even then, I guess it would take an artistic eye. Myrmaad, as ashamed as I am of the fact, I had forgotten about Mr_Silkas. I just sent him a PM and hopefully he can help me with my problem. I'll just have to wait and see. I'm working with some information that Walax sent me and I'll see what I can do with it. My posts may have come across as me being selfish, I didn't mean for them to. I have had a headache for five days and I am frustrated with it and the problems that I'm having with my mod. I'm not giving up.Any chance I could take a crack at weighting it to the normal horse skeleton? Can't promise anything, but I'd be willing to give it a shot. Link to comment Share on other sites More sharing options...
exanimis Posted January 31, 2009 Author Share Posted January 31, 2009 Any chance I could take a crack at weighting it to the normal horse skeleton? Can't promise anything, but I'd be willing to give it a shot. Thanks Vagrant for the offer but that wouldn't teach me anything. I'm trying to do that now but running into the same problems again. I stopped by this forum just to check up but I'm going to the wiki and try another tutorial. I'll get it sooner or later. I've already done some of my own skeletons and I know that you have to choose the mesh and then the skeleton. Then you hit Ctrl + P and parent the mesh to the armature. The problem I'm having at the moment is that I can only parent the mesh to one bone. For some reason I can't choose the skeleton. I know it's something that I've forgotten to do so back to the tuts for me. Link to comment Share on other sites More sharing options...
myrmaad Posted January 31, 2009 Share Posted January 31, 2009 Any chance I could take a crack at weighting it to the normal horse skeleton? Can't promise anything, but I'd be willing to give it a shot. Thanks Vagrant for the offer but that wouldn't teach me anything. I'm trying to do that now but running into the same problems again. I stopped by this forum just to check up but I'm going to the wiki and try another tutorial. I'll get it sooner or later. I've already done some of my own skeletons and I know that you have to choose the mesh and then the skeleton. Then you hit Ctrl + P and parent the mesh to the armature. The problem I'm having at the moment is that I can only parent the mesh to one bone. For some reason I can't choose the skeleton. I know it's something that I've forgotten to do so back to the tuts for me. It doesn't come across as selfish, but ultimately it doesn't spread the joy, if you know what I mean. Having the courage to ask for help or talk about the challenges actually helps us all by giving a chance for people to pool knowledge. Did you apply scale and rotation (cntl a) ?You can select all your bones and join them with cntl jthen parent to selected joined bones. I'm new and haven't been using blender lately, but those were my ideas. Link to comment Share on other sites More sharing options...
exanimis Posted February 1, 2009 Author Share Posted February 1, 2009 OK! So I'm following this tutorial again. I've done this tutorial over and over and haven't gotten through it yet. Elder Scrolls CS Wiki First there is this part:Configuring the export scripts The Blender export scripts are configured to export Morrowind .nifs, version 4.0.0.2, not the required 20.0.0.4 version. Oblivion uses .nif version 20.0.0.5 actually, that's one reason you can't use the exported .nifs directly but have to put your mesh into existing .nifs. * open Blender * in Blender, set window type to Scripts Window (leftmost button in the 3D viewport, where you set UV Editor) * Scripts>System>Script Config Editor * set the nif version value to 20.0.0.4 * apply, exit * switch the window type back to 3D view None of that information is anywhere to be found, so I skip that part, thinking that it must be something with an older version of Blender. I move on to the weight painting part and I have the same problem with the oblivion sheep mesh that I've had with countless meshes, even some of my own earlier work. This is the second problem: http://i118.photobucket.com/albums/o108/crossbones59/BlendHelp/goatEYE.jpg http://i118.photobucket.com/albums/o108/crossbones59/BlendHelp/goat.jpg The bone (shown with blue arrow) Has the head weight painted to it. When I rotate the bone, the mesh follows. That's what it's supposed to do. The problem is with the eyes (red arrows) The mesh for the top part of the eyeball is inside of the mesh for the head. (green arrows) There is no way to reach them to weight paint them. When I rotate the sheep head, the tops of the eyes stay in place. Every time I have tried any tutorial with an oblivion mesh I have found something odd. The bottom of the hooves of the horse isn't attached to the horse mesh even though it is one object.The breasts of the Spriggon are seperated at the bottom from the chest and the sheeps eyes are inside of it's head. (I know eyes are supposed to be inside of a head but you know what I mean) I have come to the conclusion that oblivion meshes can't be altered and that the only way to change anything is to create your own mesh from the start. I only used the oblivion meshes to test this tutorial. I have my own skeletons for some of my creatures but if I use them, any animation from the original animal that I use as a base is lost. I am going to try stripping an Oblivion skeleton and rigging it with my own mesh again. I don't know what else to try. Wish me luck! Link to comment Share on other sites More sharing options...
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