Morrowind animation and 3dsmax

Post » Tue May 08, 2012 4:16 am

I've posted the following question on the Niftools forum but the Morrowind section is not very active, so posting it again:

I would like to study biped animation for Morrowind but I cannot make sure which is the best working choice/association to create, import/export animations properly, since there are very few feedbacks on this topic. Lately, modders working on animation seem to prefer using Blender but I have some basic knowledge about 3dsmax and I would prefer to would prefer to stick with it.

Here is a list of several existing options for 3dsmax, not sure which ones can be recommended for animation:

- 3dsmax 4.2 with Bethesda official plugin? It was said for a long time that this was the only 3dsmax version allowing to create animation (with or without Character Studio 4?) and official export plug-in. Niftools plugins are not compatible with this earlier version of 3dsmax (according to Niftools documentation), but on the other hand RX31 has released a blank animation file for 3dsmax 4.2 which may be very helpful (?).
- 3dsmax 5? with Niftools max plugin (3.4) or Bethesda official export plugin?
- 3dsmax 6, 7, 8, 9... with latest niftools releases (v3.4)? is it working?
- 3dsmax 11 or 12 (32 bits) with unofficial/beta plugin released on Niftool forum (if links are not dead) ?
- The latest 3dsxmax 11 or 12 (64 bits) with the latest Niftools Max Plugins 3.4.2 for x64?

Since the most recent Niftools plugins for max have been used, I believe, to export Oblivion/Skyrim animation, I am not sure they can work properly for Morrowind.

Any idea/experience of the best association of 3dsmax version and (official/Niftools) plugins?

I am using win7 64bits and I know that 3dsmax 4.2 can only work under XP mode with virtual PC.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Tue May 08, 2012 1:38 pm

I know you are talking about 3dstudio max and you would prefer it over blender,
but just in case you'll not get many answers or simply wanted to try blender, I wrote a tutorial time ago.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=136072&id=8118
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue May 08, 2012 4:54 pm

Niftools plugins work fine for animation. I'll PM you about it later or something, if no one else posts. It's midnight here so I don't really have the time for a write up atm.
I've done a few animations and the workflow is comfortable.
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Tue May 08, 2012 11:59 am

@ Arcimaestro Anteres: thank you for the link, for sure I'd prefer to work with 3dsmax first, but if it appears to be very difficult, I may consider trying with Blender, but only later if there is no way to work with convenience under 3dsmax.

@ Brugdush: thanks for reporting, but which version of 3dsmax are you using?
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Tue May 08, 2012 12:18 pm

Sorry for the slow reply, completely forgot about this. I use 2010, with the beta plugin on the niftools forum (works perfectly fine as far as I can tell, can't recall if there were any problems reported on that thread).

When I said comfortable earlier, I meant 'more comfortable than any other program I've tried, yet still a pain in the [censored]', if you plan on using IK solvers or anything more complex than plain bones or a character studio biped, chances are you'll need to bake and optimize those animations before exporting. If you can get your hands on 3ds max 5, character studio works flawlessly with the official exporter, if using niftools then planted keys can be a little glitchy. They also sometimes work fine... yeah. For the love of god never mirror a bone either. XD
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am


Return to III - Morrowind