Spells, I wonder...

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angelus6
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Spells, I wonder...

Post by angelus6 »

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.
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Post by Harke the Apostle »

I have no idea how it works. Should spell animations ever become feasible I have a spell effect idea; a throwable beehive with a swarm of bees.
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nice

Post by angelus6 »

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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Post by Sload »

Harke the Apostle wrote:I have no idea how it works. Should spell animations ever become feasible I have a spell effect idea; a throwable beehive with a swarm of bees.
Veto.
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Post by Harke the Apostle »

...casts summon Winnie The Pooh 30 seconds on self...

As you see Angelus6, I have very little to say about these things. :)
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angelus6
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omg

Post by angelus6 »

wow, winnie the pooh summon. now thats a damn good idea.

but what model to use for the retexture.....?
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Re: omg

Post by Sniper4 »

angelus6 wrote:wow, winnie the pooh summon. now thats a damn good idea.

but what model to use for the retexture.....?

um... a bear? :P
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haha

Post by angelus6 »

good idea.. but winne the pooh can't walk on all fours. it'd have to be a new race and just make snap-on modifiers to fit i think.
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Post by Macar »

Ogrim. Winnies a fat bastard.
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HAH

Post by angelus6 »

hah, that'd be perfect actually, just deform the mesh a bit and it'd be perfect. good idea buddy
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Post by Lutemoth »

why is it imagining a taut red t-shirt on an ogrim made me choke in a fit of laughter?
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hmmm

Post by angelus6 »

i honestly don't know. i mean, c'mon, would YOU want to meet a
ogrim in a tight red t-shirt with a honey pot and yellow fur in a dark cave? ... scares me to death
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Post by CleverClothe »

The modding community has already solved the animation issue.

I saw a video from a guy that got motion capture animation into Oblivion.

[Edit: [url=http://www.youtube.com/watch?v=JOLdkaoKTx0]link[/url]]
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Post by El Scumbago »

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.
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Post by Gez »

CleverClothe wrote:The modding community has already solved the animation issue.
As long as what you do is either make a new idle or replace an existing animation entirely, the issue is solved.

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...
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mmm

Post by angelus6 »

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.
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Post by Abramul »

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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Post by PoHa! »

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.
No, I believe all animations are stored in separate .kf files.
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gfd

Post by angelus6 »

yeh, all animations ARE stored in .kf files, max doesn't like it at all and its to difficult (for me) to make nifskope pick the kf files properly and then set anything in the CS
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Post by Abramul »

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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.,.

Post by angelus6 »

yeh, there's quite a few that aren't used either at all or more than once, you can even manipulate the origonal idle anim's (ie. the kneeling down one) cuz it's only used once for about 4 seconds in game
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Post by CleverClothe »

Ah, didn't know they hadn't solved all of the issues yet.
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Post by Gesshoku »

I could make sound effects for the "casting" action,and a little more unique than the TES FX.
Depending on how much you want to change things around
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Post by El Scumbago »

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.
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Post by Abramul »

The casting animation for staffs looks like it would work for a spear.
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Post by Sload »

It is not our job to add new types of weapons, nor do we touch the original animation files.
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Post by Gez »

Abramul wrote:The casting animation for staffs looks like it would work for a spear.
I've seen that a lot, but I've never seen any proof that it could actually be used for an attack animation...
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Post by angelus6 »

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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