Difference between revisions of "CreatureHumans"

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'''How to create creaturehuman meshes using gmax'''
'''How to create creaturehuman meshes using gmax'''
<br>
'''By BlazesRus'''
<br>
<br>
Steps for creating creaturehuman meshes with gmax
Steps for creating creaturehuman meshes with gmax
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Settings to import with:
Settings to import with:
<br>
<br>
(flags to check)
(flags to check-or at least the the ones I checked)
<ul>
<ul>
<li>Import: collision</li>
<li>Import: collision</li>
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<li>Mesh: Zero Transforms</li>
<li>Mesh: Zero Transforms</li>
<li>Animation: Nif with Animation</li>
<li>Animation: Nif with Animation</li>
<li>Skin Modifier: Export Skin Modifier</li>
<li>Miscellaneous: Add User Prop Buffer</li>
<li>Miscellaneous: Sort Nodes</li>
<li>Miscellaneous: Add Accum Nodes</li>
</ul>
</ul>
(meshes created should work as new tails and/or armor)
<br>
<br>
P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehumans
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)
<br>
<br>
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)
<br>
<br>
--[[User:BlazesRus|BlazesRus]] 23:45, 27 April 2009 (EDT)
[[Category:Modeling Tutorials]]

Latest revision as of 19:08, 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)