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LPK animations

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1170 replies to this topic

#1161
TDA

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it is possible but this is ... there is no pleasure

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#1162
Vaelorian

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I find myself agreeing with TDA here; the pose is very possible, but it's so cruel I don't think you'll find many animators willing to make it.


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#1163
Seriously

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Alright then
Thanks for answering my question ^^
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#1164
WoodGolem

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I hope its okay to ask in here

[...]

 

 

While I have to say that this isn't my stuff either I'd try to ask Funnybizness over at Skyrim. He's doing animations from quite arousing to spine-chilling, and this would suit his taste more than likely.


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#1165
terrorofmorrowind

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I hope its okay to ask in here

[...]

 

 

While I have to say that this isn't my stuff either I'd try to ask Funnybizness over at Skyrim. He's doing animations from quite arousing to spine-chilling, and this would suit his taste more than likely.

 

 

Yeah, funnybizness is almost like a miracle that fell out of the sky for skyrim lol. Btw i don't think he is ever gonna animate for oblivion since to what i assume the creation of animations works possibly completely different. But then again i'm not an animator. I just compared both skeletons with each other and i must say that skyrims one has atleast 10 times more bones than oblivions (more bones more possibilities). I bet if you tried to run the skeleton of skyrim in oblivion, your game would either ctd or run very poorly, if at all. Feel free to correct me animators.
 


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#1166
gregathit

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Not only are the skeletons different, but you really need to use blender and not 3dsmax for oblivion animations.

 

 


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#1167
TDA

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Not only are the skeletons different, but you really need to use blender and not 3dsmax for oblivion animations.

Why? I use 3Dsmax. Blender is needed if you want to create the animation of movement  (walking, running).


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#1168
gregathit

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You need it for creatures as well due to the 90 degree bug.  Plus, there is more tutorial information out there for blender and oblivion animating.  While you "can" use 3dsmax, the preferred platform was blender and it has most of the tools and info.

 

So as I said, you "really" should use blender, not you "must".


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#1169
TDA

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You need it for creatures as well due to the 90 degree bug.  Plus, there is more tutorial information out there for blender and oblivion animating.  While you "can" use 3dsmax, the preferred platform was blender and it has most of the tools and info.

 

So as I said, you "really" should use blender, not you "must".

90 degree bug???  I dont know what is it.  I made Mushrooms and Mimic animation without bugs, well ok.


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#1170
gregathit

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Yes, the 90 degree bug, the reason you can do walking, running animations in 3dsmax.


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#1171
TDA

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I just have seen Bloody Boobs game ...

http://www.fastswf.com/-l-iWos


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