Convert race to creature

Post » Tue May 03, 2011 2:55 pm

:-)
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Roanne Bardsley
 
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Post » Tue May 03, 2011 8:32 pm

yes, it is.

:)
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Mylizards Dot com
 
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Post » Tue May 03, 2011 5:00 pm

Yes, but you're going to have to play with some of the stuff to get it to work nicely. Heads and hair will probably have to be put in the main model and I'm not sure if the usual animations will be used, or if you need new ones in the model.
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Amie Mccubbing
 
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Post » Tue May 03, 2011 4:16 pm

It is Westly and Psymoniser have done it, westly recently with his winged twilight. I'm not sure how though, and I'm glad you asked because I really wan to know how. Lets hopes one of them reads this and gives us a nice tutorial :).
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Emma
 
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Post » Tue May 03, 2011 10:01 pm

I can't get into the exact details. As I don't have any files to look at right now. But if you open, say the lich creature file and the bb mesh (male or female). Copy the name of the NiNode 0 of the creature. Paste it into where the bb mesh says Scene Root. Then copy the node titled "body," I believe, on the bb mesh. Paste that under the the node titled Bip01 for the lich. The bb mesh should remain pretty much the same I belive, pasting over the lich body.

Either before or after you do this you'll need to delete all the meshes associated with the lich (a golden saint or dremora mesh may work better).

Now, since it's a creature now. You will need to manually place the head/hair/clothes you want the creature to display. Make sure the head/hair are pasted under the "head" node for the skeleton (found under the Bip01 node). The clothes you may need to mess around with, the same renaming of the scene root would need to be done for them, but then just try pasting them under NiNode 0 or Bip01. Mess around with it.

If you don't want to use a bb mesh for whatever reason, you'll need to do what I said with the head/hair for every body piece.

Set the creature up in the CS like a skeleton/dremora/whatever. Remember that you'll need to create the X.nif and X.kf files for the creature as well.

Hope this helps somewhat. Have fun! :)

-MD
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Jennie Skeletons
 
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Post » Wed May 04, 2011 5:34 am

:-)


Yes it is. This example is using the Golden Saint mesh to make a Better Bodies creature (as it is the easiest):

1.) Open up the Golden Saint.nif with NifSkope.

2.) Go to the Render Menu and make sure there is no tick by Nodes, this will make it easier to delete the mesh and less likely to delete the Biped.

3.) Left or Right click on a piece of Mesh in the Render window.

4.) If you left clicked, a TriShape will be highlighted in the Block list at the left hand side, right click on that highlighted trishape then select Block -> Remove Branch.

If you right clicked to select the mesh it will Highlight the TriShape in the Block list but also bring up the drop down menu so you can just select Block -> Remove Branch straight away.

That deletes the highlighted Mesh.

5) Repeat steps 3.) and 4.) until there is no Mesh left.

6.) The first node you will see in the Block list has a value of Golden Saint.nif you need to double cick that and change it to 'Scene Root' not including the quotations (This is to allow you to copy from the BB file and Paste into the Golden Saint file.)

7.) Open up your BB body in another instance of NifSkope (You need both the Golden Saint.nif and the BB.nif open at the same time).

8.) Right click on a part of the BB mesh then select Block -> Copy Branch.

9.) Back at the Golden Saint.nif, now Right click on the Scene Root (the one you renamed to Scene Root in 6.) and select Block -> Paste Branch. you should see the body part appear in the window and it should be in the right place on the Biped, run the animation just to check that it is where it should be.

10.) Repeat steps 8.) and 9.) until you have all of the BB body parts on the Golden Saint.nif. Also do this with any clothing that conforms to the body that you need to add (like robes).

11.) Open up the head.nif you want to attach in another instance of NifSkope and select the first NiNode in the Block list and right click Block -> Copy Branch

12.) Back at the Golden Saint.nif in the Block list expand the Bip01 NiNode then Bip01 Pelvis, Bip01 Spine, Bip01 Spine1 and Bip01 Spine2. You have two options you can right click the Object01 node and Block -> Paste Branch into that or you can expand the Bip01 Neck branch and right click Block -> Paste Branch the Bip01 Head node. Your head should now have appeared in roughly the right area.

13.) But the head will probably not be the right orientation. You need to right click the Node you just pasted in and select Transform -> Edit. This will bring up the Translation, Rotation and Scale controls, you'll have to mess around with the settings to get her head in the position that looks best.

14.) Repeat 11.) to 13.) for the Hair/Crown, and Ears if accessories.

15.) you will need to rename your altered .nif to something more fitting the creature you have just made.


The resulting creature will, as with the Golden Saint, automatically use the default NPC animations.

Note I've written this in abit of a rush (again) so will edit or post later with more info.

Hope this helps.

Sy :obliviongate:
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Alex [AK]
 
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