Mr Siikas` Minotaur For Morrowind

Post » Thu May 03, 2012 5:42 am

If wanted, you could do something based on the Gorga "creature" in my Creatures mod. It's a BB human race, mapped to beast animations, with a unique head. Just an idea.
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Jose ordaz
 
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Post » Thu May 03, 2012 5:20 am

Ok, so perhaps I was a little overly-generous with my above estimation of my own skills... http://i.imgur.com/MUiiQ.jpg I'll let you decide for yourself before I go further. The arms are the original texture, for comparison.

That was really quite fast the minotaur now looks really well,i especially like what you have done to those eyes and the skin also looks amazing,now perhaps i can edit that model and give him dual wield axes with new attack animations to add more variety for levelled lists.Keep up the good work you really rock man :mohawk:
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Marion Geneste
 
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Post » Thu May 03, 2012 8:41 am

That minotaur texture looks really good so far.

@Holywraith: we're not actually allowed to discuss Morroblivion here because it's against the rules. They also distribute on their own site for similar reasons AFAIK. Bethesda aren't going to chase anyone down with lawyers, but it's one of the few rules they've given. Treat it as a matter of principle if nothing else.
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.X chantelle .x Smith
 
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Post » Thu May 03, 2012 10:42 am

Mr Siika's Minotaur looks so much better :S
That WIP Minotaur just looks so wierd. Mesh Wise

his arms almost look like a turkey leg or something. Where his wrist would be where you would hold the leg from and you can start eating at his biceps.
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JeSsy ArEllano
 
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Post » Wed May 02, 2012 8:12 pm

That WIP Minotaur just looks so wierd. Mesh Wise

his arms almost look like a turkey leg or something. Where his wrist would be where you would hold the leg from and you can start eating at his biceps.

Seems you are new here and as far as your comment is concerned i would just avoid commenting something like that unless i can create and texture my own models from scratch coz what you said doesnt comes under criticism and if the mesh looks that weird to you create something better yourself .+LadyE created it longtime ago when size of the mesh or rather polycount did matter a lot.If you want to criticise comment on what you want it to look like atleast not use such words for someone`s hard work.
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natalie mccormick
 
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Post » Thu May 03, 2012 7:31 am

Here's a screencap of the final product, by the way.

http://i.imgur.com/UGKMv.jpg
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Dale Johnson
 
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Post » Thu May 03, 2012 3:10 am

He's got a point about the arms, here's a quick mesh edit, I smoothed some other areas out and fixed some weird weighting too, but it's only a quick edit really.
http://dl.dropbox.com/u/14472345/bd_cr_minotaur.zip

Textures might be deformed in places, but not bad except for the hooves perhaps. If there's any issues with the new texture added hit me up and i'll mess with the UV. Don't bother crediting me if you use it, it's Lady E's mesh after all, I just messed with it a little.

edit: Here's one with a smaller head too actually, makes it look more intimidating I think: http://dl.dropbox.com/u/14472345/bd_cr_minotaur_smaller_head.zip
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Natasha Callaghan
 
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Post » Thu May 03, 2012 3:51 am

He's got a point about the arms, he's a quick mesh edit, I smoothed some other areas out and fixed some weird weighting too, but it's only a quick edit really.
http://dl.dropbox.com/u/14472345/bd_cr_minotaur.zip

Textures might be deformed in places, but not bad except for the hooves perhaps. If there's any issues with the new texture added hit me up and i'll mess with the UV. Don't bother crediting me if you use it, it's Lady E's mesh after all, I just messed with it a little.

That was very nice of you it does look really good alongwith Saint Jiub`s textures(he may be releasing it anytime soon i think).I might have flamed too much on ChopSlashThrust he did have a point but what i meant was he could have explained in a better way.Now what i am thinking about is giving him axes in both hands and creating new attack animations to add more variety (it might take some time for me to do it i have never done that before).

btw importing the animated .nif into blender doesnt import the Animations Notes with it does it? that could be very helpful in editing animations since blender is unable to import morrowind .kfs.
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Kyra
 
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Post » Wed May 02, 2012 8:12 pm

Sorry, I haven't got a clue, I don't use Blender for modding, throw Antares a PM perhaps if you're having problems.
And no worries you weren't flaming, I'm not sure if being rude was the intention or if he was just joking, but I can see how chop's post looks that way. More animations for the minotaur would be great too btw.
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Janette Segura
 
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Post » Thu May 03, 2012 12:12 am

wow some great stuff going on in this thread! I think you should release the new creature, with its new textures and "reduced" turkey leg arms and smaller head as one package. alot of modders would appricate it!
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elliot mudd
 
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Post » Wed May 02, 2012 9:08 pm

wow some great stuff going on in this thread! I think you should release the new creature, with its new textures and "reduced" turkey leg arms and smaller head as one package. alot of modders would appricate it!
I agree :D The new texture really does make it look better.
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Tracey Duncan
 
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Post » Thu May 03, 2012 6:35 am

Ok tried to create the new animations today but upon importing the animated .nif adding animations became very difficult due to reasons difficult to explain so i created the animations in a new .blend file and copied poses upon original at the end and modified TX:ANIM for them but upon exporting the new files dont know why ingame it doesnt play any animations just keeps rotating its head 360 degrees.
Here is the link to the blender files smaller one contains the new animations and bigger one contains them integrated with original so if someone can fix them i would be very greatful else i will have to recreate every required animation.

http://www.mediafire.com/?w69q9mxf89bqshu
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Amy Gibson
 
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Post » Thu May 03, 2012 6:54 am

Due it spew green puke too? :D
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Josee Leach
 
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Post » Wed May 02, 2012 7:20 pm

Man that looks sick. Good job guys.
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Alexandra Louise Taylor
 
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Post » Wed May 02, 2012 10:36 pm

I had a look at the file.
There were something in the anim buffer. Some bones didn't move actually anything, so I deleted them.
Here is somthing about creature with blender in mw:
- the armature, must be named Bip01
- the movement is made by moving in object mode this Bip01 (in that blender file, it is moved another bone instead) and saving its position.

So, I deleted all the movements of that bone along the Y axis. You have now to move the Bip01 in object mode, during the walk/run animation.

http://www.freefilehosting.net/aa-ladyeminotauranimatedcomplete

(there is a "download this file" button in that page)
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luke trodden
 
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Post » Wed May 02, 2012 7:07 pm

I had a look at the file.
There were something in the anim buffer. Some bones didn't move actually anything, so I deleted them.
Here is somthing about creature with blender in mw:
- the armature, must be named Bip01
- the movement is made by moving in object mode this Bip01 (in that blender file, it is moved another bone instead) and saving its position.

So, I deleted all the movements of that bone along the Y axis. You have now to move the Bip01 in object mode, during the walk/run animation.

http://www.freefilehosting.net/aa-ladyeminotauranimatedcomplete

(there is a "download this file" button in that page)

Thanks for giving your precious time in editing that blend file,the armature name must have changed coz of importing the .nif.But still cant understand of moving Bip01 in Object Mode coz moving the armature Bip01 in object mode causes the position to change for all the frames.Can the problem be because the bounding box was missing?

I decided to create completely new animations from scratch and all necessary animations have been done except walk and run i always have problems creating them so i was thinking of copying poses from original ones into mine so will it work??

Due it spew green puke too? :D
Wont that be completely lore unfriendly??
But well it can be done it just needs to be given a spell casting animation of Touch or Target and rest would be the Construction Set Business which you can easily handle.
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Tammie Flint
 
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Post » Thu May 03, 2012 1:37 am

still cant understand of moving Bip01 in Object Mode coz moving the armature Bip01 in object mode causes the position to change for all the frames.Can the problem be because the bounding box was missing?


no, it is due to the fact that the walk forward anim was made by moving forward the bip01 pelvis, instead of the main bip01.
The run/walk forward are not made by moving bones in pose mode, but the whole armature in object mode.
Say the walk anim is from frame 1 to 10. Go to frame 1, switch to object mode, select the armature, save its position (L->loc).
Move forward the armature and save how you wish during the next frames, til frame 10. At frame 11, move back the armature to its original position, and save again (L->Loc).
Do the same for run forward.
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casey macmillan
 
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Post » Thu May 03, 2012 9:28 am

no, it is due to the fact that the walk forward anim was made by moving forward the bip01 pelvis, instead of the main bip01.
The run/walk forward are not made by moving bones in pose mode, but the whole armature in object mode.
Say the walk anim is from frame 1 to 10. Go to frame 1, switch to object mode, select the armature, save its position (L->loc).
Move forward the armature and save how you wish during the next frames, til frame 10. At frame 11, move back the armature to its original position, and save again (L->Loc).
Do the same for run forward.
I always wondered how that was done. Thanks :D
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Wayne W
 
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Post » Thu May 03, 2012 9:10 am

Wont that be completely lore unfriendly??
But well it can be done it just needs to be given a spell casting animation of Touch or Target and rest would be the Construction Set Business which you can easily handle.
You missed my "humour" - head rotating around reminded me of exorcist, hence green puke :P
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MARLON JOHNSON
 
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Post » Thu May 03, 2012 2:52 am

You missed my "humour" - head rotating around reminded me of exorcist, hence green puke

Oh how silly of me i knew i had seen of it somewhere in T.V. but also here in India i generally am not able to see much of Hollwood movies as theatres and T.V.s are quite stuffed with Bollywood ones already.

no, it is due to the fact that the walk forward anim was made by moving forward the bip01 pelvis, instead of the main bip01.
The run/walk forward are not made by moving bones in pose mode, but the whole armature in object mode.
Say the walk anim is from frame 1 to 10. Go to frame 1, switch to object mode, select the armature, save its position (L->loc).
Move forward the armature and save how you wish during the next frames, til frame 10. At frame 11, move back the armature to its original position, and save again (L->Loc).
Do the same for run forward.


Thanks for explaining in detail first time got to know about how these are originally done also you meant (I->Loc) key insertion didnt ya? but still it doesnt work as expected and even if it would doing those for every frame(the imported one consists of keys for every frame) would send me to a mental asylum.

So i modified my new animations file with every required animations with some modifications to Armature but now the creature keeps on playing all the animations one by one(dont know why) but wheni export and use the contents from the file you gave it plays everything correctly except that it doesnt have any movements.So i was thinking if you could correct this file without removing the movements that would be very helpful:

http://www.mediafire.com/?kp8136hz4r9er2j

Thnx for the help.
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Craig Martin
 
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Post » Wed May 02, 2012 8:09 pm

also you meant (I->Loc) key insertion didnt ya?
yes

but wheni export and use the contents from the file you gave it plays everything correctly except that it doesnt have any movements.
it doesn't move because I haven't done the movement of the Bip01 in object mode. I haven't done it because I left it to you (to do practice).

Anyway, in the file you sent me now, there was again the movement through the main bone moved forward. I deleted again these movements and moved instead the Bip01 in object mode.
Here is the new file (I also included the 3 nif exported files)

http://arcimaestroantares.webs.com/min.rar
(if the link above doesn't work with internet explorer, try firefox)

remember
- that now the creature will move forward during those frames, and you cannot use these frames to to other and you cannot move the walk/run animation to other frames (unless you want to delete the loc of the Bip01 for every key frame of the walk/run group).
- that you have to select the "rest position" button before exporting (otherwise, some attached items, like the axes, will not appear in the correct position, once exported).

btw, the animation you did with the axes looks good.
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jason worrell
 
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Post » Thu May 03, 2012 12:43 am

A whole lot of thanks man i knew you would definitely fix the things.The files you provided work like like a charm now.
it doesn't move because I haven't done the movement of the Bip01 in object mode. I haven't done it because I left it to you (to do practice).
Indeed i didnt try to work much upon it coz as i said earlier it contains keyframes for each of the 400 frames of animations(coz of importing them i think) so doing movements for each of the frames would have landed me up in a mental asylum as i dont have much experience of it.So i decided to copy the poses from original animations for different frames using observation and guesswork into my new animations so as to reduce the amount of net keyframes and do what you had told upon it but due to lack of experience of it i wasnt able to so im glad that you were able to fix that,the reduced amount of keyframes(around 20) should have saved some of your time (i think i will learn to do it with some more time and experience),
Anyway, in the file you sent me now, there was again the movement through the main bone moved forward. I deleted again these movements and moved instead the Bip01 in object mode.
That might have been coz i copied poses from the original animations and couldnt fix it.
- that you have to select the "rest position" button before exporting (otherwise, some attached items, like the axes, will not appear in the correct position, once exported).
I think that happens even after exporting the files in Frame 1 but it was easy to fix it in Nifskope with some other files i had.
btw, the animation you did with the axes looks good.
Thanks they can still use a lot of improvement though especially the Attack3 and Death animations but i really like the fact about creating animations is that its skill really improves a lot with time and experience.
But one thing i am still not able to understand is what was causing the all the animations to be played one by one ingame when i exported using my files.

Once again thanks for helping me out,without your help my animations would have been of no use.

So i think i can now proceed to releasing the contents,will have to take permissions from Saint Jiub to include his great retexture into the mod.

Thanks to everyone who helped me out with this i will definitely give credit to each one of you(Saint Jiub , Arcimaestro Anteres and Brugdush)
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Nymph
 
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Post » Thu May 03, 2012 7:42 am

Absolutely :) That's why I made it, after all. I'm caught up with other projects so I probably won't release it on my own, but I'm giving out a blanket permission for this, anyone who wants to use it in any way is more than welcome to do so.
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Ebony Lawson
 
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