Search found 36 matches

by TheOneWhoWatches
15 Jun 2017, 11:06
Forum: Feature Requests and Suggestions
Topic: [Request] Diagonal movement, splitting animations
Replies: 0
Views: 416

[Request] Diagonal movement, splitting animations

Hello! 1)I always thought it's weird that while I pressing Up or Down and one of the direction button, instead of having animation adjusted by +/- 45 degrees, forward and backward movements are used as is and the character is sliding to the side while I see WalkForward/WalkBackward animation (for ex...
by TheOneWhoWatches
04 Jun 2017, 10:50
Forum: Content Development Section
Topic: [Question] Splitting animations
Replies: 2
Views: 456

Re: [Question] Splitting animations

I *think* that there is a way to do this with "LizTail's Animation kit" but I am not sure. Silentthief It's an interesting tool I didn't know about, but I suspect it works for default skeleton and merges selected animations into (one?) file. And I use custom skeleton, (clavicles attached to spine3,...
by TheOneWhoWatches
02 Jun 2017, 05:06
Forum: Content Development Section
Topic: [Question] Splitting animations
Replies: 2
Views: 456

[Question] Splitting animations

Hello all! From time to time I'm tinkering with character animation in OpenMW, but is there any way to split animation to different files? Like idle/walk/run/jump/swim in one file, hand2hand (with walkhh, runhh and etc) in another and so on... Because it would be quite messy to have everything in on...
by TheOneWhoWatches
23 May 2017, 07:18
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 52
Views: 8340

Re: Older bump mapped mods (and how to make them work in Ope

Just tried "On The Rocks". At first I tried to delete NiNode>NiNode>NiTextureEffect branch and everything became fine, but then I tried another approach. I just changed "Tad_rock_refl3.dds" and "Tad_rock_refl3.dds" to almost-black an shine were gone. Well, almost gone. I wanted to have rocks slightl...
by TheOneWhoWatches
22 Feb 2017, 09:06
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 46547

Re: OpenMW 0.42.0

Sorry, nevermind...
by TheOneWhoWatches
01 Dec 2016, 07:35
Forum: Content Development Section
Topic: OpenMW character bones limitations?
Replies: 5
Views: 718

Re: OpenMW character bones limitations?

Thank you for answers!

The part "Either the skeleton or the first bone of the skeleton must be named bip01." is what I wanted to clarify the most. =)
If it's possible to use any number of bones, then that's nice. =)
by TheOneWhoWatches
29 Nov 2016, 07:38
Forum: Content Development Section
Topic: OpenMW character bones limitations?
Replies: 5
Views: 718

OpenMW character bones limitations?

Hello!
What limitations on character skeleton exist at this moment?
Only bones with certain names can be used?
Which ones?
Is it possible to add more?
Where I can find more information on this matter?
I'm asking because I tried something and failed at some point.
by TheOneWhoWatches
29 Nov 2016, 07:21
Forum: Off Topic
Topic: NifTools 3ds max plugins and character animations
Replies: 13
Views: 2486

Re: NifTools 3ds max plugins and character animations

BTW, will it be ok to use Skyrim nif files for meshes? Anyone tried that with OpenMW? Bethesda is known for shutting down projects that involve mixing assets from another game (Oblivion, for example) with Morrowind. It's yours to decide, but should you ever get their attention, you know what happen...
by TheOneWhoWatches
29 Nov 2016, 07:00
Forum: Development
Topic: Best way to implement character customization?
Replies: 3
Views: 993

Re: Best way to implement character customization?

Very interesting idea(s). Not sure that having 1 character model for male and female characters is a good idea though. Changes between male chest (visible ribs/muscles/obese) and female breast sizes from non-existant to... E are pretty drastic. As for weird animations, don't think about it. Just do ...
by TheOneWhoWatches
28 Nov 2016, 05:13
Forum: Off Topic
Topic: NifTools 3ds max plugins and character animations
Replies: 13
Views: 2486

Re: NifTools 3ds max plugins and character animations

In the end I was able to export xpmse to morrowind (with garbled animations and etc, but it's my fault and i'll think about it later). 3ds max 2010x64 and 2011x64 are working fine with niftools-max-plugins-3.8.0.0fc6f5f And after manually adding bounding box, characters are staying on the ground. C...