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Re: Looking to improve animations

Posted: 21 Feb 2016, 21:32
by DestinedToDie
I have a guide for that and other things here: viewtopic.php?f=33&t=3330

Re: Looking to improve animations

Posted: 23 Feb 2016, 16:22
by MiroslavXO
Tnx for the link, but the biggest problem for me was using 3ds Max since I'm Maya/Motionbuilder user, and I never open Blender to be honest. Also unfortunately there is no nif plugin for Maya that I could find that actually works, and as far as I know there is no animation support. :( But I manage to figure out the workflow that finally works proper with importing/exporting animation data, so I can animate in Motionbuilder. And I did redone two animations for now, so that's some good news. :D

Re: Looking to improve animations

Posted: 25 Feb 2016, 13:50
by MiroslavXO
I have released mod, you can find it here => http://www.nexusmods.com/morrowind/mods/44125/?
Read me is there. :geek:

Re: Looking to improve animations

Posted: 25 Feb 2016, 15:20
by Biboran
Amasing! It will be better if someone did new body replacers for OMW, but this is good too.

Re: Looking to improve animations

Posted: 25 Feb 2016, 15:29
by psi29a
That is being done... look at OpenMW-Template and OpenMW-Example-Suite.

Re: Looking to improve animations

Posted: 25 Feb 2016, 21:26
by johndh
That looks great! Do you have your own rig you're working with, or are you using the default Bip01 from Morrowind?

Re: Looking to improve animations

Posted: 25 Feb 2016, 22:28
by DestinedToDie
He´s using the one from Morrowind.

Re: Looking to improve animations

Posted: 25 Feb 2016, 22:28
by MiroslavXO
I'm using the default skeleton, but what pains me the most is that when I see new animation in game I see it cut down frames. So in some cases it change my timing that I have adjust and mess up my new animation because it is using 15fps, and I animate using 30fps. Can't really work with 15fps in Motionbuilder it looks more like blocking stage. But I guess this looks still way better that vanilla version if you are using Roberts Bodies.

Re: Looking to improve animations

Posted: 01 Mar 2016, 16:16
by MiroslavXO
I'm pretty much stuck with animation for know, when I wanted to redone hand to hand I realise that I can't pose the hands in a desire position like fist, and I did not pay attention to skinning mesh topology at all, and it is not that good.

Other choice was to use better bodies but the thumb also have skinning problems. I have my two models of male and female hands, but when I do skinning in Maya and tranfer to Max and import .kf it seams that Max can't read Maya skinning. It destroys mesh models. I also find free resource of the female mesh, deleted head and replace hands with my version. here is comparison.

What I need is someone to help me with this skinning problem, I can send someone the .max that I have transfered from Maya to see if he can solve this problem when he import .kf


http://imgur.com/t9akbGm

http://imgur.com/w6uKl83

http://imgur.com/e0v9htW

Re: Looking to improve animations

Posted: 01 Mar 2016, 21:03
by DestinedToDie
My solution would be to work with Blender or stay in 3Ds Max. It´s not uncommon for things to get lost when jumping between multiple programs and formats.