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gep5
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Posts posted by gep5
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I'm trying to create new character animations for Oblivion with Idle Objects.I can animate characters well enough in blender, but I cannot figure out to get , let's say a mug, to sync up with an animation in-game. I know that you have to use a NiStringExtraData in the Idle Object .nif file with a value like "Torch" or "Weapon", but I don't have a clue how to set things up in blender beforehand.Any help would be really appreciated.Thanks in advance.Actually, ignore this, I posted in the study hall instead.
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I'm trying to create a patch for these 2 mods http://www.nexusmods.com/oblivion/mods/37366/? and http://www.nexusmods.com/oblivion/mods/27500
but the new doors I have placed (which lead between exterior cells) allow the player through them, but for some reason npcs won't use them. The path grids look ok to me.
Could someone take a quick look at this?
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It appears that the mod was done on an old version of the CS and when the updated version of the CS came out it caused a lot of problems with the mod. The author asked anyone that was willing to rework it and fix the glitches because his new computer couldn't handle it. Apparently there were no takers and he pulled the mod. You might try emailing the author and seeing if he would be willing to send you an arcived copy of the file.
Thanks
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I downloaded this mod a while ago for a lets play but it now seems to have disappeared from the nexus http://www.nexusmods.com/oblivion/mods/9514/? .
Does anyone know of an alternative download location for it?
Thank you.
[OB] Creating a character animation that uses a custom idle object?
in Study Hall
Posted · Edited by gep5
Ok, I can create character animations in blender and export them to the game without much trouble, but I run into problems as soon as I try to create involve an idle object mesh.
If I add a "NiStringExtraData -> Weapon" field to an Idle object, It attaches itself to the weapon bone in-game. When I try to attach the bone (using a ChildOf constraint) in blender, its rotation is completely wrong. I only get this issue in blender, in-game it works fine. The main problem is that the blender issue stops me from creating any animations using my idle object.
I only really want to create an animation like the vanilla Bethesda ones (e.g. painting, drinking from a mug) but due to the object rotations in blender and in-game not matching, any animations I make will be out of sync with their idle object. A good way to see what I mean is to try and get one of the default Bethesda animations into blender that uses an Idle Object. He animations itself works fine, but as soon as you parent the object to a bone on the armature, it doesn't line up like in-game.
Thankyou for any help I can get, I don't have a clue what to do next....
PS - I also found that the exact same problem can be triggered in blender when parenting a sword mesh to the weapon bone. The rotation of sword is all wrong compared to in-game, even though all the rotation and location values read 0 in the transformation properties window.