Ahahah, finally something I can get into Maya. There's transformations on the bones, I don't know if it's from you or the conversion or it's meant to be that way. Anyway, very useful.
How about phyisc settings?Each bone has it's own physic setting in skyrim's hkx skeleton,,ant it's still not fully explained in nifskope.If we create a skeleton without these physic parameters.It's very very difficult to create your own skeleton system with current havok tools .Won't it cause any problem in game?
Could the CAT skeleton be used to create animations and export them through havok tools into a proper hkx format? I've been editing and creating animations with the standard Skyrim skeleton, but it's just so complicated and it takes too much time to create simple animations...
So; how could I use this CAT skeleton, modify/create animations and then export them or import them to the standard skeleton???
nonawib the best way to do that is first you need 3dmax and 3d max nif plugin and you need to be shure they are both same version and working together
then you must export ork body mesh from skyrim by using import function from creation kit or by reaping meshes bsa file with FO3Archive
after you will open the ork mesh (skeleton first then mesh in same file) you need to edit the model and make a new mod in Ck that replaces old mesh
so its not that easy if you never worked in max ofcourse you can try to avoid max nif plugins by using nifscope import - export but i afraid nifscope can loose all unwarp uwv(texture coordinates data) and new ork model willnot be textured correctly
and you want to say that model textures are looks correct in skyrym? how many hours did you spend in nifscope ? ofcourse if you not a pro user in max then nifscope is easier but max is quicker i still cant understand what warks??? i said that you can and better do to use max nif plugin instead of nifscope at all nifscope as the last version i remember can import only obj format and its whole loosing all texture coordinates and skin when import or export from nif or max to obj
Rig works. Tested in nifscope. I created a whole new body (not my mesh), whole new unwarp, new normal maps for head and body. Using nifscope edited and imported into the Skyrim. All works fine. Skin was firstly taken through the Skinwrap from original model, converted and corrected in max. You can see more at my blog www.3694.blogspot.com
max plugin is better you can forget nifscoupe.... all you need is fallout 3 archive utility and 3dmax nif plugins
FO3Archive displays the files in an archive, extracts selected files from the archive, or creates a new archive file. FO3Archive works with BSA files for Fallout 3 - and IT works WITH SKYRIM PS. i dont think your skeleton will work and more - how to make a skin to it> better use the original model and try to do the same
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So; how could I use this CAT skeleton, modify/create animations and then export them or import them to the standard skeleton???
wait...where is he bip?
the best way to do that is
first you need 3dmax and 3d max nif plugin and you need to be shure they are both same version and working together
then you must export ork body mesh from skyrim by using import function from creation kit
or by reaping meshes bsa file with FO3Archive
after you will open the ork mesh (skeleton first then mesh in same file) you need to edit the model and make a new mod in Ck that replaces old mesh
so its not that easy if you never worked in max
ofcourse you can try to avoid max nif plugins by using nifscope import - export but
i afraid nifscope can loose all unwarp uwv(texture coordinates data) and new ork model willnot be textured correctly
how many hours did you spend in nifscope ? ofcourse if you not a pro user in max then nifscope is easier
but max is quicker
i still cant understand what warks???
i said that you can and better do to use max nif plugin instead of nifscope at all
nifscope as the last version i remember
can import only obj format
and its whole loosing all texture coordinates and skin when import or export from nif or max to obj
You can see more at my blog www.3694.blogspot.com
you can forget nifscoupe....
all you need is fallout 3 archive utility and 3dmax nif plugins
FO3Archive displays the files in an archive, extracts selected files from the archive, or creates a new archive file. FO3Archive works with BSA files for Fallout 3 - and IT works WITH SKYRIM
PS. i dont think your skeleton will work and more - how to make a skin to it> better use the original model and try to do the same