Help needed: -If anyone can point me to a rig for making beast race animations, that would be greatly appreciated. -If anyone can tell me how to attach flame/smoke/whatever emiters to armor (candle for glove which holds skooma pipe, etc), that would be greatly appreciated. -If anyone can tell me why the meshes (such as the glove holding the lute) don't co-operate with the Vanilla engine, that would be greatly appreciated.
Sadly the Guard/Guard 2 animations don't work on the vanilla engine if you want to cycle between them. You've got the whole animation cycle running at about half a second.
Some of them work as static poses if the idle chance is at 100. Many of them just flap their arms up and down at hyper speed.
But if you allowed each animation to run for about 4 seconds, you could have guards that swapped between the three poses, which would be really nice.
You've also got the crossed arms assigned as Idle 1. You can't actually trigger idle 1 in the engine, just 2-9. So currently you can't use the 'crossed arms' animation of the set you've made there, unless you set all idles to 0.
My process is still being ironed out, made some mistakes that OpenMW didn't care about but the vanilla engine did. I've fixed one of the three meshes that were OpenMW only, still working on the other two. Thank you for your feedback.
Really like this for modding! Any chance to get an idle that is basically a crossed arms standing (not leaning but standing up straight), with periodic head looking back and forth. I think it would go well for a stationary guard.
Sure can! Are you sure you want the head movement, though? It's handed by the engine, so they'll automatically look as NPCs (and the player) get close.
Looks great. Will it be added to Repopulated Morrowind? Also, always wanted to see injured walking animation on low health, should look charming in the ashstorm. There's such mod for Skyrim, but not for Morrowind.
Thank you! Yeah, I'll add a few NPCs leaning against walls to Repopulated Morrowind in the next update. As far as an injured walking animation, that's going to be very tricky, but I'll certainly try.
That's great news, those leaning NPCs really add life to cities. Closest thing to injured walking animation is probably lame corprus' one, but yeah, it'll be super tricky.
Thanks! I've still got a lot to learn, but I'll take requests. I've used the animations of others for Repopulated Morrowind for a while, wanted to try to give back somehow.
21 comments
-If anyone can point me to a rig for making beast race animations, that would be greatly appreciated.
-If anyone can tell me how to attach flame/smoke/whatever emiters to armor (candle for glove which holds skooma pipe, etc), that would be greatly appreciated.
-If anyone can tell me why the meshes (such as the glove holding the lute) don't co-operate with the Vanilla engine, that would be greatly appreciated.
btw some animations like guard idle4, squat and wallelean work without interruption
guard idle2 and guard idle4 animations often break
vanilla engine
Sadly the Guard/Guard 2 animations don't work on the vanilla engine if you want to cycle between them. You've got the whole animation cycle running at about half a second.
Some of them work as static poses if the idle chance is at 100. Many of them just flap their arms up and down at hyper speed.
But if you allowed each animation to run for about 4 seconds, you could have guards that swapped between the three poses, which would be really nice.
You've also got the crossed arms assigned as Idle 1. You can't actually trigger idle 1 in the engine, just 2-9. So currently you can't use the 'crossed arms' animation of the set you've made there, unless you set all idles to 0.
Have one question. Is it possible to make them not as replacer of existing idles, but as separate animations to use them in tes3mp?