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eloth
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[relz] Ogrim creature with havok!
i have converted the ogrim, a big fat fearsome creature in the grazelands :) it has full havok, and it can be looted after it has been killed. i found a very simple way of adding havok, what i did was i used the oblivion ogre skeleton, and modified the bones to match the ogrim :) there are some minor stretching when dragging it but it will be finetuned later. thanks to Hashmi1 for smoothing the mesh, and fixing some small issues download link: http://www.mediafire.com/?m88q8rczzzknomm
Edited by: eloth on 10/08/2010 - 06:26
eloth
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i have to wait untill
i have to wait untill tomorrow before i upload it, i have to fix an issue with the ogrim`s feet is a little below ground ingame. cant understand why, in nifskope it is placed above ground level(0,0,0)
Dave B
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Thank you Eloth
Thank you for all the wonderful things you have brought to Morroblivion! I can hardly wait to see these guys in-game. Any chance you could fix up the Cliffracers before I have to disable them?
Yoshimo
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Awsome!
As soon as I can get my hands on this, I will add it to the leveled lists and prepare to have it inserted into the Oblivion .esp project.
Hashmi1
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Simply Awesome Quote: cant
Simply Awesome :) Really impressed with the havok method, I am definately going to try it sometime soon. :p Anyways it seems like the mesh might need a little work ... seems a bit too rough at places. If you want then I'll try to smoothen it out and increase the polycount when you release it. Quote:
cant understand why, in nifskope it is placed above ground level(0,0,0)
I believe that the feet sink not because of the position of the skeleton but because of the position of the BSbound (red cube). You can fix this easily within nifscope. Select the BSbound entry (near top of block list) ... in the block details you should have some values of the xyz dimensions as well as the centre point. Try increasing the z-length a little and then (if necessary) moving the box a bit down on the z-axis. {overall the cube should go lower below the feet than it did originally} ^ That did the trick with the kwama worker.
eloth
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Ok, i have uploaded the file
Ok, i have uploaded the file now, but its still has its feet slightly under ground level: http://www.mediafire.com/?jrrl9q341yk464j @hashmi1: could you try to see if you can fix it? and you are also welcome to improve the mesh :)
Hashmi1
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I can't seem to open media
I can't seem to open media fire for the moment. Will get to it tomorrow ... or as soon as mediafire decides to let me :p
Hashmi1
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I think I have figured out
I think I have figured out the problem with the legs. In nifscope if you view the un-animated skeleton (bind pose) it looks fine: However if you attach any animation, the legs immediately sinks below the origin: I've experimented with it a little and it seems that the problem can be solved by increasing the z-axis translation of Bip01 Pelvis for each of the animations. I'll upload a file tomorrow.
eloth
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great, thanks alot
great, thanks alot :)
Hashmi1
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Fixed
Alright try this. http://www.mediafire.com/?huxz8at3g9ntgba Haven't touched the mesh yet but this should fix the sunken-legs problem. I've increased the z-axis translations of the Bip01 Pelvis bone by 22 units for every animation. In nifscope now it seems to be above the ground when animated ... though tell me if still needs more tweaking. I also found a small glitch in the attack-left animation ... similar to the one that used to cause the flickering in my conversions... fixed that too just in-case :p
Hashmi1
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Alright so I am finished
I am finished with the mesh as well. Try this after you make sure the above fix works. ( this is only the body.nif ) http://www.mediafire.com/?cjbeej36b0t959d Here is a comparison of the polycount and smoothness:
eloth
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ogrim final version now
ogrim final version now uploaded: http://www.mediafire.com/?m88q8rczzzknomm make sure to use the DefaultOgre combat style in the cs.