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Can anyone take 3D models from games and put them into Skyrim w/anim?


Awkward Nymph

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If so how do you do it? Is it really hard? I really really badly want some creatures from other games to work with mods like nasty critters. T_T  Most of which are humanoid looking, so aliens pretty much.

 

I downloaded some software but I don't know crap about anything.  I downloaded resources from sites that have 3D models with rigs and 'static' (whatever that is) from games, but I don't know how to do anything with them.

 

I know some modders have placed new skins over animals in the game like werewolves and just used their animations etc, but how is this done?

 

I'm feeling desperate to have these particular interactions with specific characters, but I can't even figure out how to use loader packs for new animations.  Can someone simplify this stuff for me or can I hire someone? It's a bit obsessive and such, but I just can't help myself. 

 

 

Note: If I did have these, they would be for my use only, unless someone who assisted me- if the cause is taken up- wants them too. 

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Not an expert with Skyrim by any stretch of the imagination, but if it's anything like porting things to Oblivion (which I imagine it is at least partially similar to) then what you'll want to do first is figure out what animal you'll want the new "skin" to conform to.

 

That done, import that animal's rig and model into Blender. Now, import the new "skin" into blender.

 

Remove the skin's in-built bones, and erase it's bone weight data. Now, copy over the data from the original model.

 

Done? Great, you're one step closer to achieving your goal. Your next step is to check the weight-painting and correct any mistakes the script might've done by hand - and you can be pretty much certain it did a lot of things wrong.

 

Once done, you'll want to export it. Remove the original model, and select the skin *without* the rig (or it'll carry along and cause an inflated file with decreased performance) and use the export scripts.

Now either use it to overwrite the original model (making all creatures who use that model now use yours instead) or create an exp with some customized spawns or companion with that skin.

 

Good luck.

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Many replace the sexlab creature version with a different version. The way to do that is to look at the creatures skeleton of the one that you want to use and see what skeleton is being used. If it uses the werewolf skeleton then you replace the werewolf mesh with the new version. Load up the werewolf nif and copy the creature dick and paste it into the new werewolf version save as. The original werewolf make a folder and place it in it for safe keeping. Next rename your new one to the werewolf name so that sexlab picks it when animations start. Not always will things look great as everything was modeled for the original so somethings might be off.

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Many replace the sexlab creature version with a different version. The way to do that is to look at the creatures skeleton of the one that you want to use and see what skeleton is being used. If it uses the werewolf skeleton then you replace the werewolf mesh with the new version. Load up the werewolf nif and copy the creature dick and paste it into the new werewolf version save as. The original werewolf make a folder and place it in it for safe keeping. Next rename your new one to the werewold name so that sexlab picks it when animations start. Not always will things look great as everything was modeled for the original so somethings might be off.

 

This is probably obvious, but how do you take actors out of creation kit to edit? 

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Welcome to the rabbit hole.  It sounds like you're starting completely from scratch.  Don't worry.  Everyone starts somewhere.  I haven't done this myself, but if I did, I would look through these sources:

 

Here's a crash course on the terminology and basic knowledge you will need:

http://blog.digitaltutors.com/basic-3d-modeling-terminology/

http://blog.digitaltutors.com/cover-bases-common-3d-texturing-terminology/

http://blog.digitaltutors.com/key-rigging-terms-get-moving/

http://blog.digitaltutors.com/common-terminology-3d-animation/

 

Here's a brief explanation of the files Skyrim uses:

ESM: A master file.  This contains all of the reference information for Skyrim, telling it where to look for content and what that content is.  Characters, scripts, clutter, etc.

ESP:  A plugin file.  Tells the system how to change or update a master file to add/remove/alter things in the game.

BSA:  This is basically a zip file.  It contains all the bulk data like meshes, textures, etc.

 

Niftools: a package of tools for messing with skyrim models.

http://www.niftools.org

 

Blender: a free, open-source 3d Modelling program:

https://www.blender.org

 

Some Skyrim to Blender Tools and Tutorials.  Really, just google "Skyrim to Blender" if you need more:

http://www.nexusmods.com/skyrim/mods/15690/?

http://www.nexusmods.com/skyrim/mods/3790/?

 

How to paint weights in Blender:

http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Weight_Paint

http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_painting

 

 

Without knowing what game you are going to want to import from, here's what you are going to need to do:

1.  Either extract the existing Skyrim skeleton with a BSA unpacker or download the XPMS skeleton for best results: http://www.nexusmods.com/skyrim/mods/68000/?

2.  Extract the meshes and textures from whatever game you like.  You'll have to google how to do that yourself.

3.  Import those into Blender.  Again, it depends on what format they store their models and textures in.  You'll have to research yourself.

4.  Import the skeleton, and weight-paint the mesh according to the skeleton.

5.  Export the finished Model into Skyrim.

 

 

Good luck!  Please post your progress!

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Welcome to the rabbit hole.  It sounds like you're starting completely from scratch.  Don't worry.  Everyone starts somewhere.  I haven't done this myself, but if I did, I would look through these sources:

 

Here's a crash course on the terminology and basic knowledge you will need:

http://blog.digitaltutors.com/basic-3d-modeling-terminology/

http://blog.digitaltutors.com/cover-bases-common-3d-texturing-terminology/

http://blog.digitaltutors.com/key-rigging-terms-get-moving/

http://blog.digitaltutors.com/common-terminology-3d-animation/

 

Here's a brief explanation of the files Skyrim uses:

ESM: A master file.  This contains all of the reference information for Skyrim, telling it where to look for content and what that content is.  Characters, scripts, clutter, etc.

ESP:  A plugin file.  Tells the system how to change or update a master file to add/remove/alter things in the game.

BSA:  This is basically a zip file.  It contains all the bulk data like meshes, textures, etc.

 

Niftools: a package of tools for messing with skyrim models.

http://www.niftools.org

 

Blender: a free, open-source 3d Modelling program:

https://www.blender.org

 

Some Skyrim to Blender Tools and Tutorials.  Really, just google "Skyrim to Blender" if you need more:

http://www.nexusmods.com/skyrim/mods/15690/?

http://www.nexusmods.com/skyrim/mods/3790/?

 

How to paint weights in Blender:

http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Weight_Paint

http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_painting

 

 

Without knowing what game you are going to want to import from, here's what you are going to need to do:

1.  Either extract the existing Skyrim skeleton with a BSA unpacker or download the XPMS skeleton for best results: http://www.nexusmods.com/skyrim/mods/68000/?

2.  Extract the meshes and textures from whatever game you like.  You'll have to google how to do that yourself.

3.  Import those into Blender.  Again, it depends on what format they store their models and textures in.  You'll have to research yourself.

4.  Import the skeleton, and weight-paint the mesh according to the skeleton.

5.  Export the finished Model into Skyrim.

 

 

Good luck!  Please post your progress!

 

Thanks so much for all the information.  I have the files already from the game I'm using the creatures from. :)  I'll post what happens after I dig into all this. ^_^

Well you don't really take them out of the CK you get a bsa unpacker (google it) then you extract skeletons from the skyrim meshes bsa which is located in your data folder :)

 

Thank you! :)

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  • 2 months later...

i prefer using xnalara for that.

allow to get model from all games with some riggs on them and easy to implent on skyrim and convert into .nif (as xnalara xps already have an .obj converter in it)

 

also xps is the best way ever for create static object for skyrim. such as environment (tree, rock etc.. but also complete house outside and inside), weapons ,statue, loading screen stuff etc... (big bonus to statues as you can choose precisly the position with xps before get the .obj )

 

 

 

watch out to blender, you need an old version of it if you want do stuff with skyrim, last version have no script for skyrim.

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