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?
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...
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.
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).
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?
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