Just wanted everyone to know that I haven't given up on this one yet. I've been working hard on teaching myself the ins and outs of Blender and learning bits and pieces of NifSkope. Kilza's tutorial is very good, but quite condensed and it's taking a long time to work through it. Probably because I'm learning how to do everything in Blender at the same time. I've got armatures and rigging more or less figured out and I set up my first havok collision and constraints today, though I haven't had time to test them out yet. I've also done my first animation in Blender. I'm very close to having a completed proof of concept for a working creature with a custom skeleton and animations but it's going to take probably a couple more weeks before I have anything to show what with work and everything else in RL interfering.
I've also been working on a tutorial for making custom tilesets in Blender which I'm going to need feedback on once I get it more or less blocked out. I've been busy, even if I haven't been posting much, so hang tight: stuff's in the works.
After much hard work and a little troubleshooting, I managed to get my first working, custom creature in Oblivion. The creature is a basic sphere with minimum armature and a single animation (idle.kf). The animation appears to work properly and NPCs respond appropriately to it by attacking it. As the creature has no attacks or movement animations, it isn't much good at the moment, but it definitely demonstrates that custom creatures constructed in Blender are a real possibility. There are still a few kinks to work out, I am sure, but I think the hardest part of the process has been overcome. Stay tuned for more developments.
There are still a lot of potential problems, however. I won't really know how well it's working until I've implemented some more animations and created a custom combat style for it, so there is still a lot of experimenting and refinement ahead of me. I'd say that creating a custom tileset was about 10 times more difficult than just popping open the CS and using stock content and creating a custom creature was about 10 times more difficult than creating the tileset. It's little wonder there are only a handful of truly custom creatures out there. I expect all of this will change soon now that Kilza's tutorial is up. I've noticed that the modding community has matured a lot in the last few months and I expect to see some really cool stuff in the not-too-distant future.
The next few weeks will probably see me refining my workflow and expanding my knowledgebase. I also hope to finish my tileset tutorial (just a basic tileset, not a full-fledged one, but useful to others who want to get started on their own) and add some more information to the CS wiki re animation, so don't expect any miracles any time soon. I'm also reexamining the possibility of alternate combat animations for spear attacks and the whole issue of mounted combat now that I know a little bit more. I'd still like to find some way to implement chariots!
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