Cave Worm (need animation)

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Dres
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Cave Worm (need animation)

Post by Dres »

here is my cave worm i dint post it in oot request forum cause it have no animation and i can make animation in milkshape so can anybody make animation for it????
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caveworm3.jpg
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caveworm2.jpg
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caveworm1.jpg
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Dres
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Post by Dres »

here are the files
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Cave Worm(fixed).rar
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Last edited by Dres on Wed Aug 31, 2005 11:52 pm, edited 1 time in total.
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Gez
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Post by Gez »

Great! Reminds me of the [url=http://www.nmnh.si.edu/paleo/shale/phallu.htm]Hallucigenia[/url]...
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Post by PoHa! »

Dear lord that's scary-lookin... (and people compliment my worm)

You can do animation in Milkshape, by the way (unless you were trying to state that you don't know how to).

As always, impressive work Dres.
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Dres
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Post by Dres »

thx yall
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Post by Stalker »

Holy mother of fuck ! That's cool ! But I suggest removing those moss from him. Or it is not moss ?
Now we have a worm infestation :) Be prepared.
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Post by Haj »

Withdrawn.
Last edited by Haj on Fri Oct 07, 2005 10:27 am, edited 1 time in total.
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PoHa!
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Post by PoHa! »

Haj wrote:I think Vernon has said that you can't export animation from Milkshape.
Really? That's not good.

Hey Dres... as a curiuosity, how many polys does your worm have?
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Post by Vernon »

From the Chumbalum Soft (Milkshape Devs) forums:

I model in Milkshape for Morrowind but the otherwise excellent exporter does not export bones or animation

it can import the skeletons, but it cant import and export animations at all.


I've heard the same on the ESF forums. There may be the 'strip animation' and 'include animation' options in the exporter, but they are blocked and I imagine they are simply there as a placeholder. Remember that the NIF exporter is still in alpha, and may never get out of that stage, seeing as it is made by freelance guerilla programmers and is unaffiliated with Gamebryo NDL. You never know though.

But hey, don't take my word for it, try animating it then exporting it yourself and see how you go.
Last edited by Vernon on Wed Aug 31, 2005 8:40 pm, edited 1 time in total.
welp
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Post by Lady Nerevar »

nice! i am not to fond of the head tho... it seems angular, and the texture is kinda..um..not realistic looking (eyes loor painted)

sry, i know im not a mesher/texture artist, so i dont technicly have the right to coment on these things.

just my 2 cents

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Post by Graff »

If you can do an unwrap, I'll be happy to texture it for you :)

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Post by Arthmodeus »

How big will this guy be? If it is following Dex's concept, then it would have to be slightly larger than a Dunmer.
Anonymous

Post by Anonymous »

I reckon that we should make it a mid-sized beast as an average and then either scale up or scale down
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Dres
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Post by Dres »

ill put the height so it will be a little bit bigger than half a dumner :D and for the texture yu can try to change it graf if yu want
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Post by Sload »

With a dark-green retexture, I think this would be most perfect for the Argon Jungle.
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Dres
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Post by Dres »

i ve removed the moss and i rescaled it

oh and it have 3416 polys
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is this size ok?
is this size ok?
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Post by ThorFluff »

the mossy one could be a swampversion, i miss the moss on this one though.
all in all really frikking awesome
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Post by The Old Ye Bard »

wow thats....wow to good to move eyes
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Post by PoHa! »

Hey Dres, still working on it?
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Post by Stalker »

Yeah, a mossy one for the jungle and non-mossy for the caves. That could work.
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The Old Ye Bard
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Post by The Old Ye Bard »

wouldn't it be better to just have one.
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Post by Vernon »

At 3416 polys, it certainly can't be used in the Argon Jungle, as the FPS there is abysmal as it is. This will have to be indoors only.
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Post by PoHa! »

Certainly the polycount can be reduced some...
Dres, you still around?
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