Difference between revisions of "CreatureHumans"
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imported>BlazesRus |
imported>BlazesRus m |
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(meshes created should work as new tails and/or armor) | (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) | P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehuman | ||
<br> | <br> | ||
--[[User:BlazesRus|BlazesRus]] 23:45, 27 April 2009 (EDT) | --[[User:BlazesRus|BlazesRus]] 23:45, 27 April 2009 (EDT) |
Revision as of 22:54, 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
(meshes created should work as new tails and/or armor)
P.S. You can also make hybrids like a (demonhuman-gargolyle-daedroth-clannfear) creaturehuman
--BlazesRus 23:45, 27 April 2009 (EDT)