I know how to create complex dances and entire combat animations in some other "way easier to use" programs (MMD, Poser and Daz3d), by just watching a video of the dance and editing the model in some key frames on the timeline, I've even animated the final fight from SPLII, but every time I try to import a model to animate on 3ds and blender, it kinda infuriates me by how complex they are to do a simple arm movement without screwing the entire model :|.
Your animations are really cool, do you have more finishers? Do you happen to know some good 3ds or Blender tutorials related to animations? Every time I search for tutorials, they are always teaching how to create a model and are divided in 30 parts haha, the first animation I'm going to bring to Skyrim is the crotch grab CQC from Old Snake haha. Thanks alot for the start up! I am already downloading Skyrim on steam right now just because of this mod.
ZaZ the kissing animations are just beautiful, do you have them released yet? would they work for Rigmor...she is about 9.3 tall in the world, so a bit smaller than the regular 1.0
Oh wow you are a life saver. I love all of your works. ALL of them. I subbed to your vids on youtube bc I wanted to see what anims you come up with lol you are a master sir.Thank you for this Mastercchris.
Sadly I couldn't export the CAMS to Blender 2.49b , I need to try it again sometime soon .
Also the blender version is 2.49b , with custom export/import nif scripts ( these scripts will ONLY Work for Skyrim ) That being said , I Export the finished animation in Fallout 3 .kf format import the same .kf in the 3ds Max Rig and then proceed to animate the camera/s , (its the long way around) and then export via HCT.
I have no Issue of releasing the blender stuff , its just that many prefer 3ds max also the above method is tedious and people can go wrong easily . If one uses IK in blender2.49b will need an additional script to bake the animations quickly
Maybe Will post the Rigs sometime soon after Fore and I release the Mod we are working on
This may be a dumb question, but regardless as it may be, is this mod yet to be a finished mod? I added it into my NMM manually and I read the description thoroughly and I synchronized it via FNiS Generator to ensure that all animations were newly registered. But it did make my game CTD, but with my knowledge in making mods and animations work properly being very concise, there was no action. I mainly took interest in your handy work due to the kissing part being far better than the previous I've tested. My PC is more than powerful enough to handle this, but w/out further explaining, is this mod yet to be finished or is it still in "Alpha Build" P.S. Great work BTW! I'm eager to see how it works.
Umm, its a Modders Resource, For creating animations in the 3d Software 3DsMax, Its not meant to installed. The Mod for the Game possibly will be released as FNIS Spell Mod sometime soon Cheers
13 comments
I know how to create complex dances and entire combat animations in some other "way easier to use" programs (MMD, Poser and Daz3d), by just watching a video of the dance and editing the model in some key frames on the timeline, I've even animated the final fight from SPLII, but every time I try to import a model to animate on 3ds and blender, it kinda infuriates me by how complex they are to do a simple arm movement without screwing the entire model :|.
Your animations are really cool, do you have more finishers? Do you happen to know some good 3ds or Blender tutorials related to animations? Every time I search for tutorials, they are always teaching how to create a model and are divided in 30 parts haha, the first animation I'm going to bring to Skyrim is the crotch grab CQC from Old Snake haha.
Thanks alot for the start up! I am already downloading Skyrim on steam right now just because of this mod.
Also the blender version is 2.49b , with custom export/import nif scripts ( these scripts will ONLY Work for Skyrim )
That being said , I Export the finished animation in Fallout 3 .kf format import the same .kf in the 3ds Max Rig and then proceed to animate the camera/s , (its the long way around) and then export via HCT.
I have no Issue of releasing the blender stuff , its just that many prefer 3ds max also the above method is tedious and people can go wrong easily . If one uses IK in blender2.49b will need an additional script to bake the animations quickly
Maybe Will post the Rigs sometime soon after Fore and I release the Mod we are working on
Cheers
The Mod for the Game possibly will be released as FNIS Spell Mod sometime soon
Cheers
I have some animating experience myself, so I might have to try this out. You can never have enough killmoves.
very nice.
Moin
Oli(3d)
Awesome as shit.. Can't wait to try this out.