Difference between revisions of "Category talk:Animation Tutorials"

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imported>Odd.bod
imported>Puf the majic dragon
(tutorial suggestion)
 
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Sorry Qazaaq. I'll look elsewhere. --[[User:Odd.bod|Odd.bod]] 13:00, 9 February 2008 (EST)
Sorry Qazaaq. I'll look elsewhere. --[[User:Odd.bod|Odd.bod]] 13:00, 9 February 2008 (EST)
== Geometry Animation on rigged meshes ==
I just got finished making a set of animated wings using geometry morphing, so no skeleton or animations need to be modified, and it works in game attached to the tail node (in a custom race). I probably should start from scratch and do it again just to make sure my results are repeatable, but I think I've gotten somewhere.
I think the same principals I used here could also apply to other rigged meshes, including making animated hair, armor, weapons etc. I'm wondering if anybody would be interested in me writing a (crappy) tutorial on the subject.--[[User:Puf the majic dragon|Puf the majic dragon]] 18:50, 5 January 2009 (EST)

Latest revision as of 18:50, 5 January 2009

Does anyone know what plugins are needed to import Kf or Nif files into 3Ds Max 7? I have it and I don't know what plugin is needed. odd.bod

Animation Tutorials[edit source]

Could any really good anomation makers post an animation tutorial please? I'm trying to make one but it's going rubbish. I needs to be for 3DS Max 7.

Thanks! odd.bod

If you want to learn how to animate you'll have to look up a tutorial elsewhere on the net, there's no need to cover such an advanced topic here. An export tutorial for 3ds Max 7 is linked under external links.
Please sign with ~~~~ from now on to put a date and time behind your name.
--Qazaaq 09:45, 9 February 2008 (EST)

Sorry Qazaaq. I'll look elsewhere. --Odd.bod 13:00, 9 February 2008 (EST)

Geometry Animation on rigged meshes[edit source]

I just got finished making a set of animated wings using geometry morphing, so no skeleton or animations need to be modified, and it works in game attached to the tail node (in a custom race). I probably should start from scratch and do it again just to make sure my results are repeatable, but I think I've gotten somewhere.

I think the same principals I used here could also apply to other rigged meshes, including making animated hair, armor, weapons etc. I'm wondering if anybody would be interested in me writing a (crappy) tutorial on the subject.--Puf the majic dragon 18:50, 5 January 2009 (EST)