Quick Questions -- Quick Answers, The Twentieth

Post » Sun Sep 20, 2009 11:30 am

How would I modify a Helmet, Cuirass, Greaves and Boots in NifSkope so they can be worn by a Skeleton without http://img694.imageshack.us/img694/7642/skeletonsmear.jpg happening?
I think that's a result of the skeleton wanting to break up when it collapses. Probably be better off replacing the skeleton's skeleton/mesh than trying to modify the armor.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Sun Sep 20, 2009 7:58 am

I think that's a result of the skeleton wanting to break up when it collapses. Probably be better off replacing the skeleton's skeleton/mesh than trying to modify the armor.


Well, that would probably be easier (or at least quicker). What's the best way to do that?
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Sun Sep 20, 2009 8:26 am

There's a thread in the Mods forum about making playable creature races. They've been discussing skeleton's (mesh version, not creature) for a bit now. They'd likely be able to help.

Though it might be just a matter of changing/removing the death animations instead of replacing the skeleton. I'm not sure exactly how that works.

I think I recently saw a discussion of this exact problem somewhere.

edit: I found the reference I'd seen to it. It's off-site, so I can't link you to it, but here's the relevant text:

*Sen says this is because the Bone Lords are basically an enlarged skeleton, and as such are meant to fly apart when they die. Garden variety skeletons do not wear armor (rusty cuirass, in this case) because when the arm bones go flying, the cuirass mesh is bound to do the same thing due to the sleeves being rigged to them. The only possible fix, if the Bone Lord has to wear armor, is to remove the sleeves from the armor mesh.


Sounds like you may only need to modify the cuirass a bit to do what you need.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Sun Sep 20, 2009 6:39 pm

Approximately how much maths can the game cope with in a single frame? Scripted that is. I am in the process of writing a scripted projectile physics simulation, and the maths is only a couple of trig functions and quite a lot of addition and multiplication (vector multiplication etc) in a single frame(on collision with an object). The script is not yet working, and I'm hoping that this isn't to do with the maths overloading the script.

Thanks :)
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Sun Sep 20, 2009 2:39 am

*Snip*

Sounds like you may only need to modify the cuirass a bit to do what you need.

I removed the sleeves from the armor mesh as suggested, but it only makes things worse: http://img532.imageshack.us/img532/3716/skelliarmortrouble.jpg
Now the armor stretches across the room. :laugh: (I may actually use that for a funny mod I have in mind) Is there any way to avoid this for a more serious mod?
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sun Sep 20, 2009 4:11 pm

Post limit.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Previous

Return to IV - Oblivion

cron