Difference between revisions of "CreatureHumans"

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imported>BlazesRus
imported>BlazesRus
(Updating to give some instructions)
Line 1: Line 1:
You can import a player race skeleton and then a creature skeleton into 3ds max
'''How to create creaturehuman meshes using gmax'''
<br> to create a hybrid creature/human skeleton that has both creature and player nodes so that it can ncps can wear creatures clothes as long as they have that skeleton.<br>
for example currently I have a werecrock skeleton for ncps/player that uses Daedroth files with an edited skeleton file (currently)
<br>
<br>
P.S. I am currently in a process in making a mod that allows the player's skeleton to automatically change accordingly along with things like a banishment spell and other things.
'''By BlazesRus'''
<br>
<br>
(I currently have CreatureNPCs working but am still having problems changing the player skeleton)
Steps for creating creaturehuman meshes with gmax
<br>
<br>
--Settings used to change player skeleton---<br>
Requires:
SNPCModel - determines which model to use for the player if a non-beast race(in third person). <br>
<ul>
SNPCModelBeast - determines which model to use for the player if a beast race(in third person). <br>
<li>gmax (plus nif plugin)</li>
SFirstPersonSkeleton - determines the model used for the player while in first person mode.
<li>stuff to fuse</li>
</ul>
<br>
<br>
--[[User:BlazesRus|BlazesRus]] 23:32, 9 February 2009 (EST)
Settings to import with:
<br>
(flags to check)
<ul>
<li>Import: collision</li>
<li>Animation: Import Animation</li>
<li>Animation: Add Key Notes</li>
<li>Animation: Add Time Tags</li>
<li>Skeleton: Import Skeleton</li>
<li>Geometry: Vertex Colors</li>
<li>Geometry: Skin Modifier</li>
<li>Miscellaneous: Vertex Colors</li>
<li>Miscellaneous: Render Textures in View</li>
</ul>
<br>
Steps:
<br>
<ul>
<li>1. Import a human tail(make sure directory for skeleton is currect preferably latest)
<br>
Example for player skeleton directory(recommended to use):
<br>
C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\characters\_male\skeleton.nif
<br>
or
<br>
C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\characters\_male\skeletonbeast.nif
<br>
(depends on tail)
</li>
<li>2. Import creature mesh(also make sure is currect/lastest skeleton)</li>
<li>3. export settings</li>
</ul>
<br>
Settings to export with:
<br>
(flags to check-or at least the the ones I checked)
 
<ul>
<li>Export: hidden nodes</li>
<li>Export: collision</li>
<li>Mesh: Generate Strips</li>
<li>Mesh: Extra Nodes on Mesh</li>
<li>Mesh: Vertex Colors</li>
<li>Mesh: Update Tangent Space</li>
<li>Mesh: Collapse Transforms</li>
<li>Mesh: Zero Transforms</li>
<li>Animation: Nif with Animation</li>
</ul>
--[[User:BlazesRus|BlazesRus]] 23:45, 27 April 2009 (EDT)

Revision as of 22:45, 27 April 2009

How to create creaturehuman meshes using gmax
By BlazesRus
Steps for creating creaturehuman meshes with gmax
Requires:

  • gmax (plus nif plugin)
  • stuff to fuse


Settings to import with:
(flags to check)

  • 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

--BlazesRus 23:45, 27 April 2009 (EDT)