OpenMW support for other games: Oblivion, Skyrim, Fallout and more

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MiroslavXO
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Joined: 13 Feb 2016, 01:07

Re: Elder-scrolls IV Oblivion

Post by MiroslavXO »

cc9cii wrote:Cast Target - https://youtu.be/WXeoJ9YKvfo
For the legs, leave only the first keyframe and delete all others, so they won't slide.
For the head try to rotate joint for 90 degrees and then bake it.
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DestinedToDie
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Re: Elder-scrolls IV Oblivion

Post by DestinedToDie »

Stop right there, criminal scum! Nobody breaks the law on my watch! I'm confiscating your stolen goods. Now pay your fine or it's off to jail.
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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii »

Found workarounds for some of the issues with rotations, but can't figure out why the head mesh does not move at all, even though it is attached to the same bone as the helmet. https://youtu.be/7BXeSgPZYPE
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MiroslavXO
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Re: Elder-scrolls IV Oblivion

Post by MiroslavXO »

Constrain may not be working correctly or you deleted keyframes for the head, try to constrain head joint (child) to the helmet (parent).
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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii »

These are vanilla meshes and animations... i.e. nothing was edited

I'm trying to figure out how the vanilla engine interprets the Nif and Kf files.
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MiroslavXO
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Re: Elder-scrolls IV Oblivion

Post by MiroslavXO »

Send me the file if you want in PM to check it out myself.
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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii »

PM sent, here is the file
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headhuman.7z
(61.04 KiB) Downloaded 183 times
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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii »

Started to work on using collision shapes defined in NIF files. Much reduced poly count - not sure if this will translate to actual performance increase.

Current:
Image

New:
Image
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Pherim
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Re: Elder-scrolls IV Oblivion

Post by Pherim »

Considering how bad OpenMW still is with complex collision meshes, it should help.
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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii »

Ragdoll physics: https://youtu.be/6AfYltej0qI

This took a *long* time. It doesn't help that I don't know what I'm doing, but also Bullet's documentation isn't great - a lot had to be worked out by trial-and-error or reading the source code.

Now the mesh has to be broken into pieces so that they can move with the physics shapes.
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