[WIPz/RELz] Drake's Anthro-Dragon Race (No.6)

Post » Wed Mar 30, 2011 6:41 am

but if drake were to make his custon skeleton, woudn't that bypass the new skeleton that skyrim will have?
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Wed Mar 30, 2011 9:01 am

Now, slow down a little, you two. We don't even know what kind of skeletons there will be in Skyrim or if it will even be possible to make and use custom ones. Just keep in mind you can do that in an acceptable proper way in Oblivion modding only since OBSE 0019 or 0020 (wasn't able to try out any of those, yet). How long might it take until we will be able to do this in Skyrim, if at all?
A new engine could even mean the NIF and KF file formats will no longer be used and thus we can't even tell what types of modding we will be able to do with Skyrim anyways and what it will take us to get things done the way we want it. We have no idea about what the scripting engine will be capable of and if things we're doing nowadays will even be possible in Skyrim as well.

A positive thing is, a .blend file is a .blend file, and as long as there are means to export your Blender stuff into the proper file formats for Skyrim, I will have means to get my stuff ported to Skyrim as well. The negative thing is, we don't know nothing about it right now. So all plans, discussions, intentions, preparations, decisions, whatever could as well just be in vain.

From all we got to see up to now it gets more and more evident that TES dragons are all like Akatosh, wyverns, and my anthropomorphic race of western dragons from Ancient Earth will be a massive clash with lore. I know there are people who don't care about lore as long as it's something they enjoy, as do I, but still I can't read any more lines telling me how much better my race would be situated in Skyrim than in Oblivion. It will never quite fit into "both", so these comparisons and discussions just make no sense.

A matter of fact is I haven't up to now seen anything which makes me want Skyrim, yet. Until this changes some day I will certainly not do any modding for a game I don't possess and play myself. Things will likely change a lot till November, and so I hope, but until I'm getting more interested in it than I am right now I won't buy Skyrim and thus won't do any modding for it myself.

Uhm, Fearil, I haven't done any new meshes, yet. I just altered the armature bones and the meshes reacted to it. The stuff you're seeing in the pics is the same you have on your drives, just somewhat differently used. If it is this you want to see such pictures of though, I'll see to get it done and take some for you.
Great work with the dragons in FO3 btw., but I think I said that already. I really like what I see in your images!
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Wed Mar 30, 2011 1:18 am

i know we dont have any concrete information on skyrim, but i can't help but speculate :)

your mod's too dam good, i cant stop myself speculating on the awesomeness it'll have in the near future
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Tue Mar 29, 2011 9:34 pm

@Off Topic
Playing F:NV with your race is great:
http://img810.imageshack.us/img810/9055/fnv1.jpg

Think that would work with FO3? If so I would definitely buy it now just so I could use it XD
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Wed Mar 30, 2011 3:35 am

It works in FO3 and FNV but I haven't relased that mod.
It's just a mask - something like full helmet.
I'm still trying to create normal face with eye/mouth movement.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Wed Mar 30, 2011 12:03 am

It works in FO3 and FNV but I haven't relased that mod.
It's just a mask - something like full helmet.
I'm still trying to create normal face with eye/mouth movement.

That would be really neat!
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Wed Mar 30, 2011 9:23 am

It works in FO3 and FNV but I haven't relased that mod.
It's just a mask - something like full helmet.
I'm still trying to create normal face with eye/mouth movement.

Have you tried setting it as a new race in the GECK? I dont have the GECK, but you should have a race editor no?
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Wed Mar 30, 2011 12:19 pm

Part of the problem is the mesh is a helmet. It is one of Drake's older meshes he used for his dragon race.
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Tue Mar 29, 2011 9:53 pm

Yay! It's good to hear from you again! :twirl:

But first, a belated Happy New Year and Valentine's Day to you (for whatever it is worth :shrug: ).

I simply adore the new anatomy! This update has piqued my excitement all over again, and I can not wait to see what you will do next! But, please do not mind me and take your time; I can wait :wink_smile: .

I still play Oblivion today because of your incredible Dragons. Now they will be getting even better, thanks in no small part to you. :icecream:
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Mar 30, 2011 1:30 pm

Part of the problem is the mesh is a helmet. It is one of Drake's older meshes he used for his dragon race.

Is the skeleton used in FO3 and Oblivion the same? You should be able to use as a race if your using Roberts body no?
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Tue Mar 29, 2011 10:13 pm

Is the skeleton used in FO3 and Oblivion the same? You should be able to use as a race if your using Roberts body no?

The skeleton is not. Technicly you could, however for any facial movement you need to make the mesh able to.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Tue Mar 29, 2011 11:27 pm

Whoa this mod look amazing! You do great jobs!
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Wed Mar 30, 2011 6:14 am

This mod http://www.tesnexus.com/downloads/file.php?id=36903

Claims that it gives flight without clipping and going through walls. That is an improvement on other mods like Demon Race. Might be worth checking out.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Mar 29, 2011 11:20 pm

This mod http://www.tesnexus.com/downloads/file.php?id=36903

Claims that it gives flight without clipping and going through walls. That is an improvement on other mods like Demon Race. Might be worth checking out.

Agreed. Already tracking it since it was released though. :wink:
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Wed Mar 30, 2011 1:06 am

Oh hey, I got some of the scripting issues fixed, there is no longer quite the save game bloat, but there are still some unresolved issues, some old, some new. But hooray for progress, I'll prolly work on it more today.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Wed Mar 30, 2011 8:58 am

Oh hey, I got some of the scripting issues fixed, there is no longer quite the save game bloat, but there are still some unresolved issues, some old, some new. But hooray for progress, I'll prolly work on it more today.

Good Luck with that! If only I could code. :P
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Wed Mar 30, 2011 11:59 am

Oh hey, I got some of the scripting issues fixed, there is no longer quite the save game bloat, but there are still some unresolved issues, some old, some new. But hooray for progress, I'll prolly work on it more today.

This is great news indeed! I can't wait to see the results. If just I could finish the latest state scripts finally, but sadly this has to wait for an indefinite amount of time still. There's just too much work to do and no end in sight. Oh, well.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Wed Mar 30, 2011 7:33 am

This is great news indeed! I can't wait to see the results. If just I could finish the latest state scripts finally, but sadly this has to wait for an indefinite amount of time still. There's just too much work to do and no end in sight. Oh, well.


No worries. :wink_smile:

Please do feel free to take your time and pace yourself. We will still be here when you are ready, as always. :lol:
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Wed Mar 30, 2011 1:23 am

Long time no see around here as well. Time to show some signs of life.

Some might have noticed from my other threads that I'm now on a MacBook with Win7 running on a virtual machine, which might not be super-performant, but it's working and I can use all tools and even do some play-testing again myself.
I already fixed and improved vital points of the SAF scripts, and am planning to do the same with the scripts of this mod.

I also got around to give the new undocumented OBSE feature "SetPlayerSkeletonPath" a try myself finally and it's looking really promising so far. I was counting a lot on this new in-development functionality and so far I'm not disappointed. Seems the ideas I had wildly speculating about its potential can actually become reality after all. I installed my in-development dragon race files into the fresh new game folder but didn't replace the default skeletons this time but renamed mine into "skeleton_drakedragon.nif". This might greet me with some mesh stretching first when I select a dragon race to play as, but as soon as I type 'SetPlayerSkeletonPath "characters\_male\skeleton_drakedragon.nif"' into console everything returns to normal and I'm using the custom dragon skeleton only for the player without even remotely touching the regular ones! I also tested moving it into a folder "meshes/characters/DrakeDragon/_male" together with some custom animations already, and guess what? After issuing the command again only I start using the custom animations, and only them... just as always expected but never known for sure.

This reassures me that I can go the way I planned in development of this mod, and seeing how easy it all is working out I think I can even go yet further. Just imagine a completely different set of animations for 4-legged movement or when flying! I could switch between those modes at any time and won't ever have to bother with complicated scripting to make specialanims used in place of the regular ones and the like!

All in all I think this is really great news. And I wanted to share these with you.
Now if just I had more free time on my hands... what all could I do now? :drool:
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Mar 30, 2011 7:34 am

Long time no see around here as well. Time to show some signs of life.

Some might have noticed from my other threads that I'm now on a MacBook with Win7 running on a virtual machine, which might not be super-performant, but it's working and I can use all tools and even do some play-testing again myself.
I already fixed and improved vital points of the SAF scripts, and am planning to do the same with the scripts of this mod.

I also got around to give the new undocumented OBSE feature "SetPlayerSkeletonPath" a try myself finally and it's looking really promising so far. I was counting a lot on this new in-development functionality and so far I'm not disappointed. Seems the ideas I had wildly speculating about its potential can actually become reality after all. I installed my in-development dragon race files into the fresh new game folder but didn't replace the default skeletons this time but renamed mine into "skeleton_drakedragon.nif". This might greet me with some mesh stretching first when I select a dragon race to play as, but as soon as I type 'SetPlayerSkeletonPath "characters\_male\skeleton_drakedragon.nif"' into console everything returns to normal and I'm using the custom dragon skeleton only for the player without even remotely touching the regular ones! I also tested moving it into a folder "meshes/characters/DrakeDragon/_male" together with some custom animations already, and guess what? After issuing the command again only I start using the custom animations, and only them... just as always expected but never known for sure.

This reassures me that I can go the way I planned in development of this mod, and seeing how easy it all is working out I think I can even go yet further. Just imagine a completely different set of animations for 4-legged movement or when flying! I could switch between those modes at any time and won't ever have to bother with complicated scripting to make specialanims used in place of the regular ones and the like!

All in all I think this is really great news. And I wanted to share these with you.
Now if just I had more free time on my hands... what all could I do now? :drool:


Glad to hear. If I knew you needed free time I would have given my month off to you. <_<
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Tue Mar 29, 2011 10:28 pm

Some might have noticed from my other threads that I'm now on a MacBook with Win7 running on a virtual machine, which might not be super-performant, but it's working and I can use all tools and even do some play-testing again myself.

Great news, Drake! As I said before, we could help you with animation.

Mmm, and here is the interesting http://pikucha.ru/i4Gta
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Wed Mar 30, 2011 4:51 am

Great news, Drake! As I said before, we could help you with animation.

Mmm, and here is the interesting http://pikucha.ru/i4Gta


Hey, how does this forum always manage to let such answers completely slip under my radar for such long times? Uh, well, I'm sorry it took me that long to realize there was a new post here.

And I'm still willing to take up this offer, but I first need to finish the new anatomy and body meshes and all. One can impossibly create some animations without having at least the final skeleton at hand. Most animations I stumbled across so far had positional and scale data included in their keyframes as well, just like selecting all bones each keyframe and inserting with just about all information there is. Animations created this way are even able to undo skeletal changes and force your anatomy into Vanilla shape, horribly distorting your meshes. That's the main cause for my need to redo every animation, as otherwise they would destroy the actors geometry. But still most important of all the skeleton and meshes need to be finished first.

Oh, and this screenshot is really interesting indeed. It somehow reminds me of a nice game of "where's the dragon?". :hubbahubba:
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Previous

Return to IV - Oblivion