[WIP] The Oblivion Centaur Project

Post » Thu May 12, 2011 10:16 pm

i vaguely remember that if you alter the 'player' animation list you can isolate animation changes to just the player. This is perhaps the same principle used to do Sheogorath's unique sit and stand idles.
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GPMG
 
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Post » Thu May 12, 2011 9:43 pm

I totally agree with Arctios Quintus! Thank you for sticking with this mod! I cannot wait to try it out! Will you release a new YouTube video showing off the new design in the future?

:D seriously can't wait for this mod :D
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Lisa Robb
 
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Post » Fri May 13, 2011 6:55 am

Any news?
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Michelle Serenity Boss
 
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Post » Fri May 13, 2011 8:56 am

Any news?


Not really, I just moved to university so I've had a busy week. Sat down today though and got the first parts done.

http://www.invision.tesalliance.org/forums/uploads/1267304251/gallery_108_44_34707.jpg


Here you can see the comparsion between the centaur and regualr human. Do people think the sizing is right? (at the moment it is a full scale horse and human).

This is only a nifskope render though, my skeleton is crashing the game....gotta look into that.
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neil slattery
 
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Post » Thu May 12, 2011 8:51 pm

Woh, that's frightening.
I think the size is right!:)
Not crashing is quiet essential, yes;).
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Baylea Isaacs
 
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Post » Fri May 13, 2011 5:49 am

Hmm, can companions ride on the player's back?
And no, i'm not serious.

Looks great really. But one thing, ain't player going to get stuck on doors and other stuff? Cell doors ain't a problem since they're teleporters (though we need suspension of disbelief when a centaur enters to sewers from a manhole) but indoors doors... I assume the upper part is simply going to pass through walls?

I wonder if we're going to see other non-humanoid playable races after this mod...
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Richard Dixon
 
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Post » Fri May 13, 2011 1:10 am

Looks great really. But one thing, ain't player going to get stuck on doors and other stuff? Cell doors ain't a problem since they're teleporters (though we need suspension of disbelief when a centaur enters to sewers from a manhole) but indoors doors... I assume the upper part is simply going to pass through walls?


Well im not sure of the collision yet...but the player will be given a spell to go to human form (for compatibility) so if there are collision problems in areas then that could be used.

I wonder if we're going to see other non-humanoid playable races after this mod...


you mean something like this?
http://www.invision.tesalliance.org/forums/uploads/1258151528/gallery_108_44_90993.jpg
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Amber Ably
 
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Post » Fri May 13, 2011 3:01 am

I'm shure someone told you already, but the seam between man and horse is wrongly done, as the spine is forced on nearly a 90? turn.
The seam should go from under the pelvis, namely where human genitalia are (though centaurs have them in other place), climbing tight over the hips and going up in the back to the middle-spine. Namely, the man part has been pushed up too much, lower it a third of it's height and it' would luuk as anatomically correct as any afntastic reature can be. Let's call it mediacal correction :P
PD: Yes, this would make the belly to be curved forward, leaving the fore limb junction with the body right behind where human hips should be.
PD2: Where are my manners!? Sorry if I sounded bad... This is awesome work, and I'm shure it wil be highly appreciated (I DO appreciate it). I'm just expressing my concerns about the poor centaur's back.
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Sara Lee
 
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Post » Fri May 13, 2011 4:34 am

yeah, i understand whta you are saying there, and the seam there has be to be worked on.

The bighest reason its up that high is so that armor (namrly cuirass) dont clip with the body too much, there is also the fact I really cant change the upperbody mesh without having a ton of problems. If i lowered it then suddenly the back part would dig way into the centaur, which would look even worse.

i hope with some fancy texturing later on that seam will look better.
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Laura Mclean
 
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Post » Thu May 12, 2011 9:56 pm

you mean something like this?
http://www.invision.tesalliance.org/forums/uploads/1258151528/gallery_108_44_90993.jpg

That skeleton is humanoid, o.O. Maybe i should've said non-bipedal creatures? Or ones with digitgrade legs or very different stance, like clanfears.
*Shrugs*

Keep up the good work :)
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Sammygirl500
 
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Post » Thu May 12, 2011 9:29 pm

I think maybe a trade off of being a centaur should be that you aren't able to sneak. Because honestly, a massive beast, with hooves, is not going to be very stealthy, no matter what position it assumes, and it would give you an excuse instead of trying to work out a crouching anim. Looks awesome so far!
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ZANEY82
 
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Post » Fri May 13, 2011 8:25 am

I think it looks a little too big. Other then that, it looks great and I can't wait for another video or massive update or photo of the centaur in game! :D
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neil slattery
 
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Post » Thu May 12, 2011 8:56 pm

I think it looks a little too big. Other then that, it looks great and I can't wait for another video or massive update or photo of the centaur in game! :D


I agree with HaZdawg11 - the horse part looks a little too big to me.

@ da mage : I'd scale the horse part down about 20% or so, and see if that helps. But this could probably be done later, once all the other stuff is figured out, unless you're aware of any complications from not doing the scale-down beforehand.

Koniption
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stacy hamilton
 
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Post » Fri May 13, 2011 10:01 am

I agree with HaZdawg11 - the horse part looks a little too big to me.

@ da mage : I'd scale the horse part down about 20% or so, and see if that helps. But this could probably be done later, once all the other stuff is figured out, unless you're aware of any complications from not doing the scale-down beforehand.

Koniption


yep, I hada feeling it was a little large.

Downscaling can be done later very easily by adding in empty bones between other bones that have scale values on them (like how TalkieToaster and Reneer do it in their http://www.gamesas.com/bgsforums/index.php?showtopic=1071353 mod).

I think maybe a trade off of being a centaur should be that you aren't able to sneak. Because honestly, a massive beast, with hooves, is not going to be very stealthy, no matter what position it assumes, and it would give you an excuse instead of trying to work out a crouching anim. Looks awesome so far!


Been there, and already decided you only have a stationary sneak mode. Example can be seen in the video, so you can still do sneak attacks and sneak steal...you just can move around while you are in it.
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Claire Vaux
 
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Post » Fri May 13, 2011 12:39 am

Thanks for sticking with this! Sorry you had to restart.
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Everardo Montano
 
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Post » Fri May 13, 2011 7:00 am

This looks very interesting, keep up the excellent work.
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Amy Gibson
 
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Post » Fri May 13, 2011 7:55 am

Have you been successful in making the centaur smaller?
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Life long Observer
 
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Post » Fri May 13, 2011 3:03 am

Anything new??
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Shiarra Curtis
 
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Post » Fri May 13, 2011 7:03 am

With alot of help from Koniption we trying to make the skeleton work, the nifskope on save error is fixed now, but the skeleton still isnt playing animations in-game.

There was a breif gap as I adjusted to university life, but work has recommenced again currently.

Ive put off making animations until this skeleton is fixed so nothing much to show.
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Maddy Paul
 
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Post » Fri May 13, 2011 5:32 am

Been putting in alot of hours into this skeleton and its still not working, I have animations that are meant ot go forward, but go backwards ingame, animations that flip the player on their side when used. And the head is twisted upwards at an angle.

Koniption is going to have another shot at fixing it after all my attempts, if we still cant get it then I be throwing up a topic in the CS forums. The whole fact is, everything plays fine in nifskope, but the moment you put it in-game all hell breaks loose (that seems to be the motto of this project at times <_< ).

EDIT: Also, once these troubles are sorted and I get a new video and pictures up I plan on starting a new thread. This one has so much out of date stuff in it.
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Oyuki Manson Lavey
 
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Post » Fri May 13, 2011 1:06 pm

Finally fixed that neck issue :celebration:

still working on getting my animation to do in-game what they do in nifskope, but whatever, at least now i can put something in the was of a decent picture up.

I've ended up settling for a scale on the horse of 0.8, but that cna be adjusted by me at anytime no problem, so it isnt hard set. Also found a good way to let you wear full body clothing (robes, Arena armor etc) so that only the top half is seen...works pretty well too (though some clipping, but that cant be helped).

http://www.invision.tesalliance.org/forums/uploads/1269484009/gallery_108_44_109223.jpg

http://www.invision.tesalliance.org/forums/uploads/1269484009/gallery_108_44_58485.jpg
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Francesca
 
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Post » Fri May 13, 2011 1:13 pm

That looks awesome! Are you going to release a beta or something because I really want to try this out!
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electro_fantics
 
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Post » Fri May 13, 2011 5:02 am

not for a while yet, but yes the first release will be a beta.

Ive just found out blender wont import this new skeleton (something about a matrix error), which makes it hard to do any animations (even the cut jobs that Ive been doing lately). Looks like i solve one problem by creating another. :facepalm:


though it sometimes gets quite round here there does tend ot be alot of convosation between people helping me, I dont tend to update unless I actually have soemthing to show cause dont care about the technical details. Dont give up on me, if Im still modding then this project is being worked on.
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Lexy Dick
 
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Post » Fri May 13, 2011 2:59 am

That's awesome! You have been at hard work with this project! Can't wait until it's complete!
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Jhenna lee Lizama
 
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Post » Fri May 13, 2011 1:17 pm

okay the jumping bug has gone now, thanks to Koniption for spotting the mistake....again :)

The reason Im posting this?
This mod is going to go into quiet mode for a little bit, I intend to get working on animations now and I want to get a good lot of them together before showing anything off. Once I've decided to show something ill be putting up a new topic (this one has been going since v2, now v4) so it's horribly outdated, it will contain new video, pictures and hopefully a beta "Wild Centaur" creature (no weapon use, basically a more dangerous horse creature that will cast spells aswell).

In other words, enough animations for it to be creature ready and hopefully some texture blending between the two halves, I cant say for a fact it'll be good to go, but that is what Im aiming for by next update. I have a good idea of what people are after in the animations, so it just hard work on my part now.

The timeframe on that depends on my university workload and other modding projects, but I think a few weeks seems to be a good marker. Of course, if you frequent TESA ill properbly say what Im working on in the convosation there, but nothing in the way of posting.
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Peter lopez
 
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