firepower02 Posted January 9, 2016 Posted January 9, 2016 Kiki will only make land animations, ie walking, running, etc. The attack animations she said she won't make because it's too complicated. So after land animations, that's what's left. If you want collision detection for the tail, so it won't clip on land, that's another what's left.
Suludi Posted January 11, 2016 Posted January 11, 2016 Btw, can't we utilize the Flame Atronach animations somehow?
NeverwinterKnight Posted January 11, 2016 Posted January 11, 2016 What exactly do you mean?I believe she means, give merfolk the ability to levitate/hover in combat. (Not saying to actually make them fly, but just lift them off the ground.) In that case, there are actually a couple of AO's* that make the player levitate, and includes combat animations. In my opinion, this would be the best way to handle combat, because it would not restrict movement speed and fluidity (assuming the new land animations demand slower movement speed). Hover Animation Hovering Magic Animations  I do not recommend using the sneak animations, as they are the least compatible with merfolk.  *AO means Animation Override. It's a term I got use to from Second Life.
Suludi Posted January 11, 2016 Posted January 11, 2016 Yes, I'm talking about the hovering and throwing fireballs (water magic in our case) animations. They look very elegant and perfectly usable for a floating mermaid. I'll be looking into it.
firepower02 Posted January 11, 2016 Posted January 11, 2016 Hi ostrichbanana, can you please help us find someone who knows how to work with hdt and collisions? We want to add it to the tailfin since it is very prone to clipping, underwater it also clips when close to the ocean floor. Â Â Daiemonic, who made working vagina, sure knows what he's doing. Â http://www.loverslab.com/topic/27122-working-vagina-hdt-collisions-hair-physics-now-with-belly-support/
weedweedsocks333 Posted January 11, 2016 Posted January 11, 2016 Did you ask the vagina guy? I could ask him if you want
Feendra13 Posted January 12, 2016 Posted January 12, 2016 Those are really nice concepts. how about this kind of guppy? Minus the dorsal fin, just the tail and body, and make the body color blue, not white       sorry, but I'm in the process of moving right now, so i don't think I'll be able to get to it
Mshai Posted January 13, 2016 Posted January 13, 2016 You guys are working on this mod again? How awesome is that! Keep up the good work, and yeah, as others have said work on the basics first then upgrade it in later versions!Â
firepower02 Posted January 16, 2016 Posted January 16, 2016 The idle animation is lifted off the ground to avoid clipping. If you look from above, it's not so obvious it's lifted. We hope to have collision detection fix ground clipping. Â
firepower02 Posted January 16, 2016 Posted January 16, 2016 Mermaid waiting in Lakerise island. Â Â (click image to enlarge)
firepower02 Posted January 16, 2016 Posted January 16, 2016 Â mermaid crawls back to water (move forward animation) Â Â Â mermaid rolls back to water (move sideways animation)
KikiDelivery Posted January 16, 2016 Posted January 16, 2016 Cool preview firepower, I would just like to note that moving uphill works fine, though when the mermaid stops and returns to the idle pose on a slopey surface, the mermaid appears buried on the ground. Â I hope we find a solution for this. Â Anyway, here's some more screenies.
NeverwinterKnight Posted January 16, 2016 Posted January 16, 2016 Moving uphill works fine, though when the mermaid reverts to the idle pose, it appears buried. Â Anyway, here's some more screenies. Absolutely beautiful, Kiki! Seeing these screenshots fills me with renewed hope for this mod!
firepower02 Posted January 17, 2016 Posted January 17, 2016 If you made going uphill right, could you make idle on an uphill look right using the same method?
firepower02 Posted January 17, 2016 Posted January 17, 2016 Going uphill, the mermaid gets buried, going downhill, she would appear floating. But there's not much we can do at the moment. Â
KikiDelivery Posted January 17, 2016 Posted January 17, 2016 Thanks guys, lol I just realized my mesh was looking dull and dark, apparently I forgot to do face normals and update tangent space in Nifskope. I kinda like the result. Â Â --- Â I'm not really sure what causes it to behave like that, I've made a lot of adjustments as I could in the animations but none of them seems to fix it. I think it has something to with the foot bones' dynamic positioning. Â If you have your mermaid face sideways when on a slope, there's rarely any clipping going on. Also I just noticed now it looks more natural if the mermaid goes downhill via sideways movement (rolling). Â
weedweedsocks333 Posted January 17, 2016 Posted January 17, 2016 Hey a suggestion, what about giving the tail a fading look? Like this  (Btw it looks great, i know already said that but you know)   woa big picture  Â
KikiDelivery Posted January 18, 2016 Posted January 18, 2016 I agree with you, I like the idea of the mermaid tail seamless merging with the upperbody Unfortunately, I'm not really good with texturing, especially when it comes to natural skin,
firepower02 Posted January 18, 2016 Posted January 18, 2016 Don't worry kiki, we'll find a good texture artist, you just worry about the mesh and animations. It seems that the knees part of the tail is where the lowest point that would meet the ground. Whichever way the mermaid goes either up or down, the knees is the one closest to the ground.
Halstrom Posted January 18, 2016 Posted January 18, 2016 Don't worry kiki, we'll find a good texture artist, you just worry about the mesh and animations. It seems that the knees part of the tail is where the lowest point that would meet the ground. Whichever way the mermaid goes either up or down, the knees is the one closest to the ground. In my experience if you get mesh and animations done and just release it with averagey textures, someone skilled will get interested
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