Difference between revisions of "CreatureHumans"
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imported>BlazesRus |
imported>BlazesRus (Updating to give some instructions) |
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'''How to create creaturehuman meshes using gmax''' | |||
<br> | <br> | ||
'''By BlazesRus''' | |||
<br> | <br> | ||
Steps for creating creaturehuman meshes with gmax | |||
<br> | <br> | ||
Requires: | |||
<ul> | |||
<li>gmax (plus nif plugin)</li> | |||
<li>stuff to fuse</li> | |||
</ul> | |||
<br> | <br> | ||
--[[User:BlazesRus|BlazesRus]] 23: | 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)