Search found 100 matches

by MiroslavXO
25 Dec 2018, 20:33
Forum: Mod Compatibility
Topic: OpenMW 0.45 RC for Win 10 64bit and 300+ mods
Replies: 46
Views: 2554

Re: Open Morrowind 0.45 RC for Win 10 64bit and 300+ mods

Nice screenshots, but to me everything is looking to clean. Need some dirt on textures. Would like to see some shadows finally, and ambient occlusion would be nice. :mrgreen:
by MiroslavXO
29 Nov 2018, 23:20
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 67
Views: 14422

Re: OpenGEX as .Nif alternative for OpenMW

glTF exporter is now part of the Blender (2.80)
by MiroslavXO
25 Nov 2018, 12:48
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 67
Views: 14422

Re: Recent Negativity Regarding OpenMW

Btw. any progress on some plugin for rigging and animating characters? Support for fbx, alembic...

EDIT: Moved this post to a more suitable thread than the way too messy negativity-thread. /Lysol
by MiroslavXO
08 Aug 2018, 13:10
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 88
Views: 12578

Re: Post 1.0 Plans

Does that mean that I can make custom rigs, animate them and import into a game?
by MiroslavXO
12 Jul 2018, 18:10
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 5578

Re: Water shaders, OpenMW vs MGEXE

I really dislike normal map for OpenMW version, waves look better in MGEXE.
by MiroslavXO
25 Feb 2018, 01:01
Forum: General Development
Topic: Weapon sheathing
Replies: 40
Views: 6552

Re: Attaching custom mesh to bodyparts

I forgot about vanilla skeleton in Morrowind, but basically for shield/sword assets you should have on each hand joint called shield/weapon, so you can constrain them to the hands. It's better if you have separate joints for assets rather then using character skeleton for that. But I don't think it'...
by MiroslavXO
13 Oct 2017, 16:50
Forum: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 7882

Re: osgb/osgt animation format support

How does Blender handle things like this when exporting? From the perspective of someone making a new animated model with timestamped text tags "the proper way" in Blender, then exporting to osgt/b, OpenGEX, or glTF 2.0, what happens? Are you planing to do plugin for Maya? Are you familiar with May...
by MiroslavXO
05 Oct 2017, 14:32
Forum: Off Topic
Topic: Exporting Morrowind's player animations to Blender
Replies: 6
Views: 2581

Re: Exporting Morrowind's player animations to Blender

Yeah, you can import/export models easy, but for animation I had to import everything in Max first, and then link it with Maya to animate, then update Max scene so I can export, and so on. So I guess the same principle can be done for Blender users. But as you say it is a messy workflow, not recomme...
by MiroslavXO
05 Oct 2017, 08:12
Forum: Off Topic
Topic: Exporting Morrowind's player animations to Blender
Replies: 6
Views: 2581

Re: Exporting Morrowind's player animations to Blender

One hour? In Maya/Max it takes about 15 sec. I think that only in Max everything works correctly (at least when I was messing with these stuff, because they used Max 4 for animations). So maybe import the scene in Max and then send it to Blender 2.49b (using older version of .fbx) then save it as na...
by MiroslavXO
03 Apr 2017, 16:36
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 392
Views: 179583

Re: OpenMW Nightly builds

I think something is wrong with water shaders again with win. build.

http://imgur.com/ZKc5ENQ
http://imgur.com/NWK4lFn