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Found 12 results

  1. Hello people, I'm making quite a large mod that will add new spells. I want to make a concentrative spell version of the dragon fire breath and ice breath. I tested it but the breath animations, once it finishes, will just stop but the spell keep going on so the projectile becomes invisible so to speak. So i think the problem is that the animations of those projectiles aren't looped. Usually when i have a problem concerning modding or even anything in general, i always search the hell out of it and almost always resolve it no matter what the difficulty of the task is. But for this i'm lost. To get to the point i would like this projectile nif to be a loop. When comparing to the nifs i want to loop with another one who has a loop sequence (example "flames" spell projectile), i can pinpoint where it is happening in the nif using nifskope: NiControllerManager. In the loop version there are three NiControllerSequence branches: -Start -Short -Long But in the non looped nif, there is only one NiControllerSequence. Based on this i assume that this is where the deal is at. I searched everywhere on the internet for tutorials about this but found nothing. Seriously, absolutely nothing. I would have done it myself if i could but the lack of info makes this impossible for me. So i'm asking for a kind soul who knows how to make an animation into a loop if he or she could do this for me? I assume something like that would be simple for someone who knows how to handle those things. maybe. I would really appreciate it if someone could help me with this. It's been six months i've been searching for a solution.
  2. I'm making a simple quest mod which requires animations and I got to the point where I need to start implementing those animations. The scene I planned is very simple, so I made it and put it into the game, but I had some issues. The animated object (a sword mesh I made) was randomly disappearing just after its falling motion was completed. In response, I chose to simplify it even more (with hopes to isolate the problem) and created a new ESP and a new NIF with an animated cube object with a simple box collision (which is just the same object duplicated and assigned as a child of the original). It worked just fine at first, but after a few tries it started to randomly disappear as well, and I've no idea why. Sometimes it plays fine, sometimes it disappears and sometimes it gets pushed high into the sky. Here is a video of the Animated AnimStatic Cube: https://www.youtube.com/watch?v=EscruzgWPAU The sword and the cube were made, animated and exported with Blender 249B (Blender NIF Scripts v259) as AnimStatic objects set to Stone material and the AnimSequence string value of "Forward". I exported the geometry and animation separately and later attached the KF file to the NIF, as I read somewhere that's how you're supposed to do it. I haven't tried exporting both at the same time. Anyway, I've attached to this post all the files (.blend, .nif, .kf, .esp) related to the Cube AnimStatic featured in the video above. Maybe someone can take a look and tell me what I'm doing wrong. Thank you. Note: the animations always look perfect in NifSkope. ASNDOblivionAnimProblem.7z
  3. hey tesa~ i'm applying to three programs for september just to increase chances of getting accepted. what i need is a few pointers about making digital landscapes. i won't have access to a drawing tablet until after i get accepted. :/ for fun here's the master list: 3 digital landscape paintings 4 digital art pieces [char_concept/3d_model/video_edit/photos/graphic] 1 interior perspective drawing 1 shaded hand drawing 2 more [landscape/life_drawing/sculpture/sketchbook] 5 full body figure drawings 2 hand drawings 1 portrait drawing 1 still life 1 room drawing 1 digital image [paint/draw/retouch] 1 page oc designs, facial expressions, full body poses 3 more [3d/sculpture/animation/painting/life_drawing/char-environ_designs/sketchbook]
  4. Greetings, all! I am using an excellent tutorial from the CS wiki to create my first from-scratch creature for Oblivion. I've got a mesh (with temporary textures), skeleton, and rigging and skinning done. Everything works just fine in Blender, in pose mode. If I move the bones of my skeleton around, the mesh follows as intended. I also created the skeleton collision for ragdoll behavior, skeleton constraints, and the BSBounds object for weapon and spell impact detection. The creature isn't yet animated. I know how to do that part, mostly, and I wanted to test the mesh and skeleton in the game engine before expending the vast effort to animate it. This is where things have gone a bit wonky, and I'm hoping someone out there can help me out. I don't want to post my mesh online, because it would be a total spoiler for my new quest (an addition to Rathunas). The custom creature is intended to be my "boss" for the dungeon. What's working: The mesh and textures look fine in the TestingHall. Pose mode in Blender works perfectly, suggesting that animation will also work when I attempt it. Cursor on the creature shows its human-visible name, and you can activate it as you would a vanilla creature. The creature is selectable with the mouse in console mode. With "motion guides" displayed via console command, you can see the collision mesh, and it looks correct. What's not working: Collision with the player -- I can walk right through my creature. Placement on a console disable/enable cycle -- it mysteriously translates and rotates on the z axis when you do this. Ragdoll -- if I kill the creature, via console or attack, I crash to desktop. I think my ragdoll problems may be because my constraints, which are all of the "ball joint" type, are not all correctly aimed along the axis of the bones. I know how to do that in NifSkope, but it's really tedious and would have to be repeated every time I re-export the skeleton. Hopefully that won't be too often, but during development it will happen a few times. One of the areas where I'd like to get some help is to understand how to set those constraints within Blender so they export correctly. I also have a small number of bones that are not connected to parent bones; they just have an origin in space because for my animations they didn't *need* to be connected. But maybe Oblivion requires all bones to be connected? The biggest problem, obviously, is the CTD when I try to ragdoll this beastie. That is, ummm, kind of a show-stopper. :-) So, are there any creature animators out there who might be willing to take a look at my mesh (which I'll supply by private communication) and help me figure out where I'm being stupid? Thanks for any help that someone might care to offer. :-)
  5. I'd like to use a custom object to open a crafting menu (Alchemy and Enchanting) without the animation. Just click the activator and have the menu appear. Can anyone point me in the right direction? Google was of no help. In Complete Crafting Overhaul if you choose to gain xp from smelting and tanning, the smelter and hide rack no longer show the animations when you activate them. That's what I want to do but with different, meshes. I'd like to create much smaller activators for getting to the crafting menus.
  6. Hey everyone Just wanted to start a new topic on the not so ordinary things which I have been working on such as Comic Book and Movie Related Content. I am going to start a Customizable IronMan as my next mod on this site. If you would like me to bring some of my other work here just leave the request on this topic page. I have Terminator, Star Wars, Highlander, Superman, Krull, Underworld, Ninja Gaiden, Asgardian Race (Thor), and Blade (the day walker) so far that is. I will also be streaming live occasionally from http://www.twitch.tv/kalthekryptonian on anything from making new mods to tutorials and tips for new modders. Also if anyone needs to reach me message me here or Steam.
  7. So I made a Female Orc Companion. How can I get her to use the female animations and idles instead of the male ones ? I messed around in the CK but I found no way to change the animation path! Maybe someone knows... Thanks in advance
  8. I never worked with Skyrim animation before, but now I need to build a pack of behavior animation for my new race. I chose some animation mods from Nexus and picked the animations I like. I extracted all files from Animations.bsa (meshes\actors\character), then put it all in the new folder meshes\actors\MyCustomRace\ and chose the behavior for my race from that folder. Then I started to overwrite the animations I need. Now I have a problem with animation. All that works is only one idle animation. It looks weird, because the follower NPC of my race continue moving behind player's back, but only with changing coordinates with idle animation playing. What did I do wrong? I need help.
  9. From the album Tamiras Skyrim Album

    I receive the blessings of Mara at my private shrine.
  10. From the album Tamiras Skyrim Album

    Well I got bored of my old dusty cellar

    © @Tamira

  11. I'm trying to script the "T03RootBlocker" object to both open and close for a mod I'm working on for school. I know the roots have "Open" animations but I can't get the "Close" animation to work. I checked the creation kit site and it mentioned that the PlayAnimation function checks the animation name given with the Animation Graph of that object. Does anyone know if there is anyway to view an object's Animation Graph or get a list of Animation's compatible with an object? I can't seen to find anything on the creation kit site or by Google search.
  12. I am was wondering if there are any animators here that might be willing to help animated a finished and textured golem model for a non ES project? The golem is a simple human shaped model and just requires a walk and idle animation.. This is a screenshot from the game project the golem is for use in..