animator wanna join in a community mod :)

Post » Mon May 14, 2012 4:26 pm

Well there are a few of us modders kicking about. I did anims for NPC's with jobs. A violin player. Doing the anims was difficult as I was pressed for time but once they were done and sent to the person who wanted to mod them, he had them in game pretty quickly. It will take a little bit of time for some of the modders to start knocking out requests as we dont know yet what the current anim packages are in skyrim really. The CK will give us the ability to stick an NPC in the game and give him or her idle anims to see what brings the game visually alive. Player anims are easier as its possible in game to leap about and do stuff to see whats possible, what needs changing etc etc.

From my own perspective and my own mod ( http://www.mesogea.org ) as soon as I can lark around with the CK I will know pretty quickly whats lacking and what looks good or bad on the NPC's. My hope is that Skyrim will provide better and more varied idle anims to bring cities alive.
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Jade Payton
 
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Post » Mon May 14, 2012 1:28 pm

actually when i join here i was hoping to find some modder since this is the official website

Most of the people that replied are modders, but if you're expecting mods in production, I'll remind you that the Construction Kit isn't released yet. So most mods are in planning phase unless those that only modify existing files like textures or UI.
Also, at the moment, there is no exporter for meshes and/or animations for Skyrim.
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jasminε
 
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Post » Mon May 14, 2012 2:23 pm

oh yes i know that there is no editor yet :)

i just wanna start to get in toutch with some modders and talk abou the possibility of the editor..base on their previus experience with oblivion maybe

so if someone is intrested we can stay in toutch :)

Most of the people that replied are modders, but if you're expecting mods in production, I'll remind you that the Construction Kit isn't released yet. So most mods are in planning phase unless those that only modify existing files like textures or UI.
Also, at the moment, there is no exporter for meshes and/or animations for Skyrim.
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DeeD
 
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Post » Mon May 14, 2012 8:04 pm

Spooky has made a set of the best Combat Mods for Oblivion.

Having new animations for his mechanics would be amazing.
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Philip Lyon
 
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Post » Mon May 14, 2012 10:20 pm

I'll be making an extensive combat overhaul for oblivion (I was the author of unnecessary violence), and will certainly need the help of an animator, so if you're interested please do PM me. That said, of course there's little I can do till the creation kit is released.

HeX
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Chris Ellis
 
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Post » Mon May 14, 2012 4:52 pm

thanks but im looking foward to work with skyrim editor and not ablivion :P
wich seems a bit better for animaiton
but if you aer planning to do somenthing for skyrim too let me know

I'll be making an extensive combat overhaul for oblivion (I was the author of unnecessary violence), and will certainly need the help of an animator, so if you're interested please do PM me. That said, of course there's little I can do till the creation kit is released.

HeX
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Gavin Roberts
 
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Post » Mon May 14, 2012 9:16 pm

Hi everyoone

as i wrote in the title im a character animator and i would like to join in a good community mod...and give my contribution :P
i dont have any experience in mod so far...
so i would liek to know wich is in your opinion the best community mod for the elder scrool games..
as far i understadn there is not editor yet for skyrim
but i would like to stay in contact with some modders :)

anyone needs a rigger/animator :)

thanks to everyone for any reply

Your way ahead of yourself here Animations are always the VERY LAST section of modding Beth games that get decoded/updated into the exporters for Oblivion it took over a Year to get Custom Animations working and that was a combination of Tazpn and Myself working months and that was even with the things we knew about Morrowind Anims -> very little real difference still took a year !

It took over 6 Months to get Custom working animations into Fallout 3 again a combination of Tazpn updating his KFUpdater Program and myself breaking down the new sequences and as the animator again -> ^ Months and that was only because the difference from Oblivion to FO3 was a miniscule difference.

FO3 to NV was no change at all so Anims were ready out of the gate becaue they were the exact same format as FO3.

Now we have Havok behavior and a completely new animation file format so we are back to square one with a more advanced system and I am the ONLY animator around that also possess the decoding abilities to do this as Tazpn left the community some years ago.

If I were you I would not hold my breath for anything that even resembles animation support or start sacrificing goats to whatever gods you think will convince Beth to release their Max Exporter because without that we are in for a very long wait for working custom animations.
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James Rhead
 
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Post » Mon May 14, 2012 2:30 pm

Lol- typo. Force of habit I guess. I meant skyrim :) I'll be making a skyrim combat overhaul...
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Lauren Denman
 
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