Replacing an animation with an existing one

Post » Wed Dec 04, 2013 7:29 am

Hi all,

I was wondering if it is possible to make a falmer use the default human animations instead of their goblin like ones.

I've tried duplicating the Orc race, adding the biped models and skeleton files.

That way the behavior graph file is still DefaultMale i believe it was. But that doesn't work, the head doesn't show up and no animations are played whatsoever.

Is this possible in the CK? I thought i saw the author from Immersive Creatures do it with some rieklings, but i haven't found a substantial difference between his method and mine.

Would i need to change something in the model files itself? I looked in Nifskope for a Behaviour Graph Node or something like that, but i could be all wrong though.

I thought it would be pretty cool to have a Falmer running around in some fitting armor to make them look more like the Orcs that attacked Minas Tirith in LOTR.

User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Wed Dec 04, 2013 6:04 am

It should be possible to do, I'm not entirely sure but from what I understand you need to make your own biped model nif which will work in conjunction with the default (human) skeleton. If you have a look at the Falmer mesh actor nifs you should see a skeleton nif and various falmer nifs, you will need to take one of the famler nifs and make it compatible with the "human" skeleton nif instead of it's original skeleton.

I haven't done it before but I would like to try.

Of course you will also need to mess around with the armors as they will have to be made compatible with your new race which may require re-modelling of existing armors.

User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Wed Dec 04, 2013 8:36 pm

Hmm i'm trying to figure out how to make the falmer skeleton work with the human animations. It might have to do with some nodes because i see a "species" and "falmer" string.

I don't really know how to do it though. I'm fairly new with Nifskope and i mainly use it for retexturing and changing weapon types.

I'll try finding the skeleton of the Rieklings from Immersive Creatures. Maybe i can find out what he changed.

User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Wed Dec 04, 2013 8:27 pm

Actually it's the other way around you need to make sure your falmer nif is compatible with the vanilla "human" skeleton because your new falmer nif will need to use that one instead of it's original one. The "human" skeleton is rigged to work with all the "human" animations so that's the one you want, otherwise your going down the path of creating new animations and FNIS.

User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Wed Dec 04, 2013 2:33 pm

Ah, so then i would have to rig the falmer models to the human skeleton in a modeling software like Blender or 3DSmax?

Seems this is going to be quite the adventure for me since i'v never done this before. :tongue:

I was looking at this video, http://www.youtube.com/watch?v=gNCbQJ4qxM8 . Would something like that be the right approach?

I'm guessing i'll have to re position the model to make it work with the human skeleton.

It would be very nice if i managed to get the hang of it.

Then i could also rig them to for example the Draugr skeleton. Get a bit of variety between them.

User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Wed Dec 04, 2013 8:38 pm

I'm not entirely sure, you might be able to just do it in nifscope but don't quote me on that.

User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Wed Dec 04, 2013 4:01 pm

I believe this has to be done in Blender/3dsMax. i would have to import the human skeleton and then re position the Falmer .nif to make it work in conjunction with the human skeleton.

I looked the thing up on Google and managed to find this reply to OP on some gameskyrim site. Sadly there wasn't much more then this.

"In a nutshell;

1. Open your creature body mesh in Blender. In Object mode, select all.
2. Import the skeleton.nif over top, using option "Import Skeleton Only + Parent Selected"
3. Make sure the body mesh fits the skeleton. Tip: Do not move the skeleton at all, move/edit the body.
4. Weightpaint."
Now steps 1 and 2 are do able, but 3 and 4 are going to give me some trouble i'm sure of it .:P
I'm still going to try though because if this works it would be pretty awesome. They could have some variety in armor too if they're using the human skeleton.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Wed Dec 04, 2013 8:30 pm

Lol, Gameskyrim is some spooky ghost copy of this forum - sometimes I have found it easier to find answers from a goolge search which brings that site up than some of the search result from the Beth. forums.

It's 3DS Max that I still have lots of learning to do.

User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Wed Dec 04, 2013 12:08 pm

Those instructions aren't quite correct.

If all you want is to get some armour on a Falmer, then Dawnguard already does that. You could use that asset, and the tutorial linked in my sig, to change the armor to your liking. No need to mess with skeletons and animations.

User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm


Return to V - Skyrim