Custom creature question

Post » Fri May 13, 2011 10:51 am

Alright so the creature I am working on has some "parts" that are not weight painted to move with bones and instead have vertex translations (i think thats what it is called?)

The problem is that when I export the creature with max the parts with vertex translations lost their animation completely ... so for example I have a creature who leaves behind his head when he walks forward :P


Is there anyway to fix this? I noticed that bethesda creatures have vertex translations on their heads .... but then the heads are separate from the body mesh.
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Symone Velez
 
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Joined: Thu Sep 07, 2006 12:39 am

Post » Fri May 13, 2011 3:29 pm

Alright so the creature I am working on has some "parts" that are not weight painted to move with bones and instead have vertex translations (i think thats what it is called?)

The problem is that when I export the creature with max the parts with vertex translations lost their animation completely ... so for example I have a creature who leaves behind his head when he walks forward :P


Is there anyway to fix this? I noticed that bethesda creatures have vertex translations on their heads .... but then the heads are separate from the body mesh.


Vertex Animation and Morphs are two completely different Animation Styles -> the First has not been supported in games for years as in not since last century ! and the latter exports out of Max just fine, look into the Max Tutorials for Morphs for how to set them up properly The Exporter will work its Magic as long as they are correct -> the NifTools Exporter has ZERO ability to export Animations with Morphs or any Anim Type other then Transform so unless you have Max 6-8 and the CivIV Exporter you might want to redesign that creature unless its just a re-hash of a Beth one and you do not need to export Anims.
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Stephanie Nieves
 
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