Converting Oblivion Creatures To Morrowind Format

Post » Mon Apr 12, 2010 2:37 am

I posted another topic about this a while back, but it was blocked because everyone thought I was talking about stock creatures. I was wondering if there is any way to convert, not stock, but community made Oblivion creatures to Morrowind nif format. Last time I checked, the Oblivion creatures were composed of separate Nif Files, (like as there would be a separate nif file for the head and a separate one for the body... ) Is there any way, or theory of converting these without destructing the animation? It is possible to take the pieces and put them together, but that ruins the animation. Is there any way to convert these to Morrowind?
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Mon Apr 12, 2010 1:25 am

Hmm. I am wondering if they might work as creature races, at least humanoid ones...
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Mon Apr 12, 2010 12:19 pm

It could be possible, I'm not very knowledgeable on these things. I guess it would depend on how complex the Mesh is? There's animations to think about though...
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Mon Apr 12, 2010 3:30 am

I would not mess with that: MW kf structure is very different from OB. That requires a lot of work/knowledge of Max or Blender animation procedures as well as nif node structure for both games.

:)
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Mon Apr 12, 2010 1:33 am

i suppose u could convert the mesh but not the animation :whistling:
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Mon Apr 12, 2010 8:03 am

i suppose u could convert the mesh but not the animation


In Max 9,10 (and may be 8) it is possible to convert animations as well.


:)
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Sun Apr 11, 2010 11:32 pm

Wow, it is possible with max? How about Blender?
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Mon Apr 12, 2010 10:55 am

I have no idea about Blender. In Max there is an option to append kfs via NifTools exporter. However, I would use endogenous Max animation merge/transfer tools. Bones’ hierarchy, text keys, rate should be also edited. For fun I have converted several OB NPC custom animations without much trouble (different skeleton structure should not be a big obstacle, Max can deal with any rig).

:)
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Mon Apr 12, 2010 2:05 am

Ok, thanks. I suppose then, that once author permission is obtained, the easiest route to go would be to put the creature pieces in blender, put them together, and reanimate them, or to try to find a copy of 3ds max?
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Mon Apr 12, 2010 7:55 am

Maybe gMax (free crippled version of Max4) with NifTools plugin could do the job (append kf; hopefully OB skin pose is correct; save imported nif, reloade gmax scene, then import kfs one by one):
http://www.fileplanet.com/69843/60000/fileinfo/gmax-v1.2
http://planetcnc.gamespy.com/View.php?view=Renegade.Detail&id=312

:)
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm


Return to III - Morrowind