» Wed Mar 30, 2011 6:57 am
Well, I hate to correct you, Jazz, but this stuff actually IS possible. Granted it's coming with a massive workload to get it done right, but technically this limitation is broken already.
You can have different skeletons per NPC, and with the latest OBSE you can also handle this at runtime for the player, at least with 3rd person skeleton for now, 1st person is still investigated.
To give you an example how mighty this new functionality is, in my current installation of Oblivion I only have the default skeletons in "meshes/characters/_male", nothing else. Still I can play my dragon totally fine provided I open the console and enter 'SetPlayerSkeletonPath "characters\DrakeDragon\_male\skeleton.nif"'. Immediately the skeleton used by me switches to my custom one with custom wing bones etc. etc. and everything's working fine. A scripted solution via this function is a piece of cake more or less. What struck me most about this new possibility though is what other possibilities opened with this.
Apparently the whole set of animations is connected to the skeleton used. If you use a skeleton from inside "characters/_male", you will be using the animations from inside "characters/_male". But now, if I use my skeleton from "characters/DrakeDragon/_male" (I only made up this name for convenience btw. The folder's not required to be called "_male".), all of a sudden I also use the set of animations I placed into "characters/DrakeDragon/_male" and ONLY those. You can imagine how many new possibilities this opened for me. Expect a dragon race with a custom set of movement, combat, idle, whatever animations and when I switch to four-legged motion (which is a long-planned feature), so will the set of animations! It only requires me to do a completely new set of animations for every motion type I want to be able to switch to, especially flight's coming into mind here, and a fitting custom skeleton, and I can switch these on-the-fly whenever I want to, forth and back, back and forth. This new feature really is THAT powerful! And the best of all is the "impossibility" of conflicts. I'm not even remotely touching the existing animations or skeleton files in "characters/_male" ever again anymore! Yay!
Oh, and before I forget it, my dragons will of course "not" have the same set of animations for "both" genders. *cough* I just love this feature.
And coming back to the topic of this thread (it's not about dragons, is it?), some of you might know I'm a beast race modder and might be able to guess what I'll do with such a great new feature considering Argonians and/or Khajiit once I fleshed out my use of it in my dragon mod?... Of course! The same I did with the custom body part and adapted equipment exchange script approach I created for my dragon race... I used it to make Argonian Feet more beasty! It's the same used in Scripted Argonian Feet. And with this new feature it will be the same as well once I got a hang of it and it's working flawlessly in a scripted solution. It'll get used to give Argonians (and beasts in general) their unique skeletal structure, together with fitting sets of animations, but this time we won't need to stick close to the humanoid structure with the custom meshes anymore!
Oh how I wish I'd have the free time needed to pull this off already! My lack of free time is the "only" thing able to hold me back from this. Just don't think "a couple hundreds of animations needing to be created" could have the same effect on me when I really want this done! :sweat:
To make a long story short: We have a huge range of possibilities to make things like this called "impossible" here become reality nowadays. We only need to start using them.