Great models but a couple of questions about using them. I duplicated the stock skeleton creature and tried the skull & tail with both the skeleton & skeletonbeast nifs.
With skeleton.nif the tail just hangs in a curve, but with skeletonbeast.nif the toes are a heap on the floor. Am I right that skeletonbeast doesn't handle the toes properly so I'll just have to put up with the lifeless tail?
With the cat skull selected, a lot (all?) of the animations complain about a missing NiGeomMorpherController on Skull:0. I can see why the default morpher wouldn't work, but does this cause any problems with the animations in-game?
@Bodosko You ever seen the skull of a saber-tooth tiger? Theres holes where the ears are because ears aren't made of bone, so its appropriate and accurate albeit somewhat awkward.
nice work on this, i was gonna download your khajiit skull, weight paint it and attach it to the argonian skeleton, but this just saves me the work, thx!
Due to your endorsement? I fail to see the logic in that but sure go ahead, you might also want to use my argonian skeletons. The Khajiit skeletons are still a work in progress though.
11 comments
With skeleton.nif the tail just hangs in a curve, but with skeletonbeast.nif the toes are a heap on the floor. Am I right that skeletonbeast doesn't handle the toes properly so I'll just have to put up with the lifeless tail?
With the cat skull selected, a lot (all?) of the animations complain about a missing NiGeomMorpherController on Skull:0. I can see why the default morpher wouldn't work, but does this cause any problems with the animations in-game?
You ever seen the skull of a saber-tooth tiger? Theres holes where the ears are because ears aren't made of bone, so its appropriate and accurate albeit somewhat awkward.
Creature Diversity
http://tesnexus.com/downloads/file.php?id=26634