Difference between revisions of "CreatureHumans"
imported>BlazesRus |
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Settings to import with: | Settings to import with: | ||
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(flags to check) | (flags to check-or at least the the ones I checked) | ||
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<li>Import: collision</li> | <li>Import: collision</li> | ||
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P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehuman | P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehuman. You should use a similar method for the skeleton (gmax doesn't seem to be able to fuse the skeletons themselves but 3ds max can) | ||
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Note: this method doesn't seem to add the required nodes for the creaturehuman mesh (and as a tail mesh doesn't display correctly) so it may still be better to try to fuse the skeletons together with 3ds max or better yet both (in the past I have successfully fused a gargolye skeleton with a playerbeast one-that enables support of using gargolyle mesh as armor) | Note: this method doesn't seem to add the required nodes for the creaturehuman mesh (and as a tail mesh doesn't display correctly) so it may still be better to try to fuse the skeletons together with 3ds max or better yet both (in the past I have successfully fused a gargolye skeleton with a playerbeast one-that enables support of using gargolyle mesh as armor) | ||
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Revision as of 10:01, 28 April 2009
How to create creaturehuman meshes using gmax
Steps for creating creaturehuman meshes with gmax
Requires:
- gmax (plus nif plugin)
- stuff to fuse
Settings to import with:
(flags to check-or at least the the ones I checked)
- Import: collision
- Animation: Import Animation
- Animation: Add Key Notes
- Animation: Add Time Tags
- Skeleton: Import Skeleton
- Geometry: Vertex Colors
- Geometry: Skin Modifier
- Miscellaneous: Vertex Colors
- Miscellaneous: Render Textures in View
Steps:
- 1. Import a human tail(make sure directory for skeleton is currect preferably latest)
Example for player skeleton directory(recommended to use):
C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\characters\_male\skeleton.nif
or
C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\characters\_male\skeletonbeast.nif
(depends on tail) - 2. Import creature mesh(also make sure is currect/lastest skeleton)
- 3. export settings
Settings to export with:
(flags to check-or at least the the ones I checked)
- Export: hidden nodes
- Export: collision
- Mesh: Generate Strips
- Mesh: Extra Nodes on Mesh
- Mesh: Vertex Colors
- Mesh: Update Tangent Space
- Mesh: Collapse Transforms
- Mesh: Zero Transforms
- Animation: Nif with Animation
- Skin Modifier: Export Skin Modifier
- Miscellaneous: Add User Prop Buffer
- Miscellaneous: Sort Nodes
- Miscellaneous: Add Accum Nodes
P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehuman. You should use a similar method for the skeleton (gmax doesn't seem to be able to fuse the skeletons themselves but 3ds max can)
Note: this method doesn't seem to add the required nodes for the creaturehuman mesh (and as a tail mesh doesn't display correctly) so it may still be better to try to fuse the skeletons together with 3ds max or better yet both (in the past I have successfully fused a gargolye skeleton with a playerbeast one-that enables support of using gargolyle mesh as armor)