MadMansGun Posted December 24, 2016 Posted December 24, 2016 Glad you liked it. Merry Christmas. Still, like wishnot4 said we'll need more animators to help speed up the process along. Hard to find animators but best we can do for now is ask in as many places as possible and hope for the best. finding animators is easy "hello", the problem is finding animators that are not already buried under there own projects "good bye". then there is the possible problems with software compatibility and work styles when working with other animators.
wishnot4 Posted December 24, 2016 Posted December 24, 2016 That is true, which is why we are not herrassing any of the animators, like yourself, about joining. We just have it posted that if any animators are interested, they can contact us. It is unfortunate that animators are such an over worked breed. With so few of them, they are always bombard with projects.
Vurumal_#3 Posted December 24, 2016 Posted December 24, 2016 Also it doesn't help that some people may do outstanding animations in other software than Skyrim requires. It takes a lot of time to learn completely new 3D modeling/animating software. For example, in my case it took me 1,5 year to learn Blender, but I feel I still don't use more than 20-40% of its abilities, more or less.
D C Posted December 24, 2016 Posted December 24, 2016 I'm still learning blender though,i know how to import but export is always a failed I'm still learning blender though,i know how to import but export is always a failed
wishnot4 Posted December 25, 2016 Posted December 25, 2016 Merry Christmas! I've made some head way on the animations. Now I have, MT idle, MT walk forward, MT run forward, 1h sprint attack, 1h right and left attack, 1h idle, 1h equip, 1h run forward. I'm going to focus on the 1h stuff for the next little while. Spike and I hope to use them to make a better showcase of our race.
XcOm04au Posted December 27, 2016 Author Posted December 27, 2016 I cant wait to see the other animations
wishnot4 Posted December 28, 2016 Posted December 28, 2016 Well, I've run into a little snag and I haven't been able to find an answer yet. I made a 1h equip animation and for some reason, the weapon doesn't draw. It plays the animation perfectly, but the sword stays in the sheath. Is there something special I'm supposed to do to equip animations to make them work properly?
MadMansGun Posted December 28, 2016 Posted December 28, 2016 Well, I've run into a little snag and I haven't been able to find an answer yet. I made a 1h equip animation and for some reason, the weapon doesn't draw. It plays the animation perfectly, but the sword stays in the sheath. Is there something special I'm supposed to do to equip animations to make them work properly? i'm talking out of my ass here, but maybe you need to add notes or something in the dope sheet to make the weapon switch to the hands weapon node. i know jack shit about the dope sheet, all i know is "start -name animationnamehere -at y" and "end".
wishnot4 Posted December 28, 2016 Posted December 28, 2016 That is a good idea and I thought about that too. But since I actually imported the equip animation, I don't know why it wouldn't have already had that. But maybe because of the way I merged it with the horse animation, the note track, might not be aligned right. I'll check it out. Thanks for the idea.
wishnot4 Posted December 29, 2016 Posted December 29, 2016 Okay, first, the notes don't seem to be there for the equip animations, and without them there for the vanilla animations, I have no idea how to go about adding them to my custom animations. On another front, I've been working on getting the ragdoll to fucntion(with the animating skeleton.hkx the ragdoll does not work). But the new skeleton.hkx now does give ragdoll on death, but it breaks all animations(the centaurs are now back to standing in the T-pose). I have no idea what I've done wrong. I'm certain I have done something wrong, but what, I've got no clue. Unfortunately, I have to get the ragdoll to work, otherwise when the (both PC and NPC) die the game crashes. I think it has something to do with the alignment issue. For some reason, even though I'm doing the align to bone trick, the HCT export keeps telling me that none(and I mean none) of the ragdolls are aligned. I have to assume from this, that that is the issue to the skeletons failing in game. So, any thoughts?
MadMansGun Posted December 30, 2016 Posted December 30, 2016 sadly i have no clue, you are working in territory that is unknown to me. hell, i can't even find a list of valid dope sheet commands for skyrim.
XcOm04au Posted December 30, 2016 Author Posted December 30, 2016 I hope the community can think of something. The only thing I can say is perhaps talk to that guy you know thats working on the skywind project that you know?
selonianth Posted December 30, 2016 Posted December 30, 2016 ... I... I have the strongest desire to see what the Centaur looks like fighting like I normally do (bouncing around like Yoda at the end of Episode 2).
wishnot4 Posted December 31, 2016 Posted December 31, 2016 So far no. And I'm still waiting to hear back from the guy who taught me the Havok stuff. Our schedules rarely intersect.
XcOm04au Posted December 31, 2016 Author Posted December 31, 2016 happy new year, hopefully this is the year of the centaur
XcOm04au Posted January 1, 2017 Author Posted January 1, 2017 also you should come chat on the discord server wishnot4
wishnot4 Posted January 1, 2017 Posted January 1, 2017 I do chat on discord under my other avatar. And other than the skywind guy, no one has been able to help me.
XcOm04au Posted January 1, 2017 Author Posted January 1, 2017 Wow, that sucks. We hope you do make progress. If there was anything I could do I would
wishnot4 Posted January 3, 2017 Posted January 3, 2017 Okay, looks like I may have some good news all. I finally got in touch with the skywind expert and he said that I needed to reexport the nif skeleton. I know, how could I not have seen something so simple. Anyway, the ragdoll is mostly working now and it's animating again. I have a lot of tweaking to make it work the way it was working, but I'm pretty sure that it's just some minor issues and I'll be able to get back to animating. Wish me luck.
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