Re: OpenMW Game Template
Posted: 09 Aug 2015, 11:01
Hi DestinedToDie,
My old ones do, though I wont be using those, they're from 3-5 years ago.
Hrnchamd, who created MCP and tweaked some of my animations, created a patch option for new bones to be used in the original MW engine as long as you name the bones correctly. So we can actually create a new skeleton that is cross-compatible between MW and OpenMW, with no Bethesda assets, that can be used for this project, if there'll be no issues with that. So we get immediate results with future benefits.
I never got around to playing with this MCP feature as real life commitments took me away from modding for the past few years, but I'm looking at modding again recently, and I'm looking at using a new skeleton with the following additions compared to vanilla:
- Upper and Lower arm twist bones
- 5 fingers and toe in 3rd person
- a proper neck bone
- more tail bones
- Hopefully an extra spine bone used for transitions, as currently Bip01 Spine is used for transitions and this can look ugly.
I'm using Robert's original body releases for Oblivion, so I have a pre-built body to play with (it's completely free to use so ideal for this project too). I'm not fussed about who uses my mods or about credit either.
I rebuilt the new skeleton I was using yesterday so I'm having to rebuild the x.nif (which means a lot of playing around with nodes in nifskope) and port the animations onto the new skeleton. I have some 1h, 2h, and Idle anims done right now on my older skeleton.
And yeah, it's going to take ages.
If you're ever looking to animate again let me know, we could collaborate or share ideas. OpenMW devs will no doubt know more than me on a lot of things... but I know a bit about engine kinks from old discussions with Axel and niftools devs that might prove handy.
My old ones do, though I wont be using those, they're from 3-5 years ago.
Hrnchamd, who created MCP and tweaked some of my animations, created a patch option for new bones to be used in the original MW engine as long as you name the bones correctly. So we can actually create a new skeleton that is cross-compatible between MW and OpenMW, with no Bethesda assets, that can be used for this project, if there'll be no issues with that. So we get immediate results with future benefits.
I never got around to playing with this MCP feature as real life commitments took me away from modding for the past few years, but I'm looking at modding again recently, and I'm looking at using a new skeleton with the following additions compared to vanilla:
- Upper and Lower arm twist bones
- 5 fingers and toe in 3rd person
- a proper neck bone
- more tail bones
- Hopefully an extra spine bone used for transitions, as currently Bip01 Spine is used for transitions and this can look ugly.
I'm using Robert's original body releases for Oblivion, so I have a pre-built body to play with (it's completely free to use so ideal for this project too). I'm not fussed about who uses my mods or about credit either.
I rebuilt the new skeleton I was using yesterday so I'm having to rebuild the x.nif (which means a lot of playing around with nodes in nifskope) and port the animations onto the new skeleton. I have some 1h, 2h, and Idle anims done right now on my older skeleton.
And yeah, it's going to take ages.
If you're ever looking to animate again let me know, we could collaborate or share ideas. OpenMW devs will no doubt know more than me on a lot of things... but I know a bit about engine kinks from old discussions with Axel and niftools devs that might prove handy.