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Daggerfall Rebu...
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Problem Converting Creature from TR to Morroblivion

I’ve been having a issue for that past 3 days  I’m about ready to give up!

I was trying to convert the “Vermai” creature from TR into Oblivion. I’m follow this Tutorial that specifically deals with “Porting” creatures from Morrowind to Oblivion. I follow it copied everything precisely about 20 times now. Even read up on other Animation tutorials 

The Animations, Skeleton and Body all seem to Export without issue. But once I’m in the Construction Set, The Body is invisible! It can’t be the textures I exported those with the correct format with the Normals. 
 

I have 3ds max 2016 and 3ds max 8, I was using 3ds max 8 for the Animations and max 2016 for the body and skeleton parts. 

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Update

Update

 

I fixed the invisible Body issue, Due to the Original Model NiNode settings.

 

Now the Vermai is stuck in Place, All the animations play and seem to work fine. Besides the fact it’s stuck in place.

 

How do I apply Havok? So I don’t need the Death animation?

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> Now the Vermai is stuck in

> Now the Vermai is stuck in Place

Could be an animation issue. As I recall, there are special setting in .kf files that control movement.

> How do I apply Havok?

You need to add collision to the skeleton. It usually consists of multiple simple collision shapes connected by "constraints".

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I was reading something about

I was reading something about the .kf being "Animate in Place" I'm not entirely sure what that means? There's no tutorial that covers it.

 

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I don't know what "animate in

I don't know what "animate in place" is. I'll try to explain how animation files work very basically - they control individual nodes of the creature's skeleton. Because the nodes in skeleton are all tied to each other like tree branches, in order to move the creature forward you only need to control root node, which is typically called "Bip01".

So, let's take a look at vanilla Oblivion dog skeleton and animations:

meshes/creatures/dog/skeleton.nif and meshes/creatures/dog/forward.kf

If you open "forward.kf" first you'll need to look at root node - NiControllerSequence: in Block Details window you'll see "Controlled Blocks" portion - expand it. There is a list of all nodes in dog skeleton which this animation file controls. The first one is Bip01 - expand it again - there you need to look at "Interpolator" line. Interpolator is a part of .kf file that defines how exactly the controlled node is affected, i.e. moved, rotated and whatnot.

In our example we see that Bip01 node of dog skeleton is controlled by NiTransformInterpolator #1 from forward.kf - now select and expand it and you'll see NiTransformData block. In Block Details window you'll see "Translations" line, inside of which is two "Keys" - expand them all. There should be 2 keys:

- first one has "Time" of 0 and XYZ values are also all 0

- second one has "Time" of 1.3333 and Y value is changed to 74.59

The above means that when forward.kf animation is played, Bip01 node (and, by extension, all other skeleton nodes) is moved on Y axis for 74.59 units in 1.33 seconds - this is what makes the creature move forward.

Hoping that was at least somewhat helpful. There are also more in-depth tutorials on animation, can be found on Oblivion CS Wiki.

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Indeed that is somewhat

Indeed that is somewhat helpful! 
 

I'll go through the Wiki and see what I can dig out, I am using 3ds Max I was never a blender user.

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Just to clarify, everything I

Just to clarify, everything I described is for NifSkope.

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Yeah I know! I was just

Yeah I know! I was just saying most of the creature tutorials are for Blender!

I wish more people used 3ds Max, Then again the price tag :(

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Some Tutorials for 3 Dmax in

Some Tutorials for 3 Dmax in Links file Blender to.

You Could have thess download the .zip Files in the .txt

Have more blender tutorials in Video Format.

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Plain text icon media_fire_links_3_max_blender.txt158 bytes