Spells, I wonder...
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Spells, I wonder...
Latley i've been working on some new and funky spells (nothing to EXTREME like the crazy disco stuff thast avalibe or anything) but just nice simple things like spawing traps under the target and summonig all three atronachs at increased size to run rampage for around 30 seconds. last night i worked on a spiderling spell to summon 30 spiderlings on target (lags pc to shit *dnt try it at home kids*) and its so damn beautifulbut the animation is horrible.
anyway, im opening this thread to discuss options on possible wasy to get custom animation and spell effects/groups intot eh game, because as hard as ive tried, it all seems a lost cause. at least for now.
anyway, im opening this thread to discuss options on possible wasy to get custom animation and spell effects/groups intot eh game, because as hard as ive tried, it all seems a lost cause. at least for now.
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nice
thats a cool idea man, i can probably do most of the modelling for that but, to the best of my knowledge, there is NO way to make custom animations work with oblivion. and i've no idea why. it was possible with morrowind but there is no animation importer as of yet.
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- CleverClothe
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I remember I saw the same technic in Thelys' site, where a guy released several new dnce animations as modder's resource -for Morrowind. Perhaps it's still over there ( www.thelys.org ). He said he had used motion capture. Making a wild guess, I think these animations are used by the Arena & The Rusty Swordsman mod, which is also for Morrowind. It's certainly worth a download.
As long as what you do is either make a new idle or replace an existing animation entirely, the issue is solved.CleverClothe wrote:The modding community has already solved the animation issue.
Oh? You meant making a new combat or spellcasting animation? Well, too bad. You can't. You can use, say, the destruction animation for a beehive-tossing spell, but then you'll toss a beehive when casting a fireball. You can use the Blunt weapon animation to make a spearfighting animation, but then you'll handle a warhammer like if it was a spear...
mmm
mm, so basicically, its nigh on impossible to make new fighting/weapon animations at the moment. Custom idle animation wise, i've been getting some help from CuteUnit on idle animations but we'lll just have to wait and see i think.
No, I believe all animations are stored in separate .kf files.Abramul wrote:Aren't the animations contained in the skeleton .nif? If so, you could probably make a variant and use it to give some characters different animations.
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Hmm, some of the .KFs, for instance BlockAttack, contain multiple actions. Is it possible to tell an actor to start at one of the intermediate actions, and stop at another? If so, it would be possible (although kludgey) to stack whatever animations are needed onto one of the defaults. Could cause problems if the original version was needed, but I'm sure there's at least one that isn't actually used...
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This type of animation file (.kf) was the one used for Unreal Tournament 2003 & 2004, if I remember correctly, and many modders had added new animations. Actually, they added them in player and vehicle models they made on their own, but I don't see why one couldn't customize the package of an existing skeleton.
P.S. If anyone played Oblivion with Fransesco's third party armor and weps, he must have observed that the exising fighting animations work excellent with the halberds and staves that are added. Only spears would look bad.
P.S. If anyone played Oblivion with Fransesco's third party armor and weps, he must have observed that the exising fighting animations work excellent with the halberds and staves that are added. Only spears would look bad.
it doesn't work to well, kinda messes up as the range of a staff is set to ranged spells. so, the animaion looks fine but really doesn;t work for anyting other than rolling demo's as u cnt do damage with a lance as a staff unless you set a staff enchantment onto it to cast magic.. but then uve just got a staff that looks like a lance.
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