So, Blender, 3DS Max, & Maya support. What's the news?

Post » Tue May 15, 2012 3:12 am

I've been digging into Blender, getting ready for some mage mods, and possibly a creature too (if skyrim yet proves to have more worth exploring). Does anyone have an idea until we might see development start, or for that mater, how much may be needed? Obviously, with NifSkope still being updated, people are still getting their head around the new format. I get that. I do wonder myself how much new stuff they've thrown in their. I can see they've still got meatcaps and stuff to worry about.

So, what do we know, what do we don't? Anyone coming back to work on these? Are the changes that big that it might be more than a while till things pick up. Not trying to demand anything of anybody, a lot of people haven't even beaten the main quest yet and are still having fun with the vanilla game. I'm the same. It would be nice to know what is going down, or what may.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Tue May 15, 2012 11:53 am

Would be nice if we were able to add animations this time. That was a general issue for most modders in Oblivion.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Tue May 15, 2012 2:25 pm

Would be nice if we were able to add animations this time. That was a general issue for most modders in Oblivion.
I thought that had been resolved before Fallout 3 came out?
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 15, 2012 4:29 am

Haven't been too much into the Fallout modding so you might be right about that, i sure hope so :)
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Tue May 15, 2012 11:09 am

I thought that had been resolved before Fallout 3 came out?

Animations have been possible quite shortly after Oblivion came out already. Akatosh mount is from May 2007 and it was not the first mod using new animations. So maybe half a year after release it was possible.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Tue May 15, 2012 11:26 am

Animations have been possible quite shortly after Oblivion came out already. Akatosh mount is from May 2007 and it was not the first mod using new animations. So maybe half a year after release it was possible.

Actually it took me with considerable help from Tazpn 9 Months for us to decode and myself to Hex Edit working animations into Oblivion (http://www.youtube.com/watch?v=Q4j_YPbDIeg I had just gotten activator animations working about a month earlier but none of the exporters had any working exports for well until after Akatosh Mount got released which was well after a full year after Oblivions release.

New animations without an official Exporter are not going to happen quickly.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Mon May 14, 2012 10:50 pm

Actually it took me with considerable help from Tazpn 9 Months for us to decode and myself to Hex Edit working animations into Oblivion (http://www.youtube.com/watch?v=Q4j_YPbDIeg I had just gotten activator animations working about a month earlier but none of the exporters had any working exports for well until after Akatosh Mount got released which was well after a full year after Oblivions release.

New animations without an official Exporter are not going to happen quickly.

I was pretty sure you released the 'flying eye' type creature a good bit earlier, but seems I was wrong. Couldn't find it on Nexus anymore so I had to guess.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Tue May 15, 2012 6:01 am

I was pretty sure you released the 'flying eye' type creature a good bit earlier, but seems I was wrong. Couldn't find it on Nexus anymore so I had to guess.

Saddly yes it took what seemed like forever :/.

I am kinda hoping on the outside chance that these new animation files are just renamed .kf files with a few pointers/whatever is needed to work within Behavior because that way it will take less time to get everything up and working and more importantly get the exporters and tools updated to read/import/export them correctly, but I will not be holding my breath.

I have only briefly looked over them myself I am waiting for the CK to be released before I do any real modding and by extension decoding.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Tue May 15, 2012 1:10 pm

Actually it took me with considerable help from Tazpn 9 Months for us to decode and myself to Hex Edit working animations into Oblivion
Speaking of which what happened to your creature mods? I can't find them anywhere, not even on your website (and the PES ones were taken down?).
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Tue May 15, 2012 10:08 am

Animation support for Blender into Oblivion came out about 18 - 24 months ago.....this time last year I was making complete custom creatures via blender for Oblivion.

Trouble is, this time the animations are a completely new format, so we have to start from scratch again.
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Mon May 14, 2012 11:16 pm

Slight Update on the .hkx animation files.

The good news is Havok behavior gives out their SDK free and the latest is able to load up the Skeletons and Animations and play/blend them all dynamically from the stand alone tool so there is hope that the Respective Exporters will be able to export Character Animations and work ingame.

Bad News is I will need some time before I can test anything as I no longer have a version of Max that the Plugin supports but there has been some talk over at NifTools so someone else may be looking into this working a working exporter/Max combination.

Animation support for Blender into Oblivion came out about 18 - 24 months ago.....this time last year I was making complete custom creatures via blender for Oblivion.

Trouble is, this time the animations are a completely new format, so we have to start from scratch again.

I'm Dling the SDK still so I do not know just how detailed it is in this regard but it should make things much easier for Amorilia this time around, and for anyone who takes over the Max Exporter if anyone steps up.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Tue May 15, 2012 2:46 am

Cool stuff Saiden, I know Ghogiel was barking up that tree as well.
I downloaded the SDK last night, but I haven't played with it yet.
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Tue May 15, 2012 5:58 am

If you need the max exporters I can probably assist on 2 fronts but need the current niftools team to complete the nif.xml file decryption so niflib can be updated. The existing max niftools can be updated then once niflib can be compiled with the new object model. The second front is not for a public forum so I'll leave it at that. No promises unfortunately. Dont forget to get the 2010.2 update for Havok as that I believe is the version they are using in the game. Newer versions might work but I would try to use the version used in the game if possible first.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Tue May 15, 2012 5:26 am

This thread is brimming with win.

It surely warms my heart knowing that the modding community is still in good hands. Good luck, guys, and keep up with the awesomeness!
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Tue May 15, 2012 4:58 am

Slight Update on the .hkx animation files.

The good news is Havok behavior gives out their SDK free and the latest is able to load up the Skeletons and Animations and play/blend them all dynamically from the stand alone tool so there is hope that the Respective Exporters will be able to export Character Animations and work ingame.

Bad News is I will need some time before I can test anything as I no longer have a version of Max that the Plugin supports but there has been some talk over at NifTools so someone else may be looking into this working a working exporter/Max combination.



I'm Dling the SDK still so I do not know just how detailed it is in this regard but it should make things much easier for Amorilia this time around, and for anyone who takes over the Max Exporter if anyone steps up.

I'm really glad to hear that....maybe this time we will have reasonable tools for creating animations for Skyrim within a few month rather than years.


That was always going to be the biggest problem, having to wait for the exporters to be created. I have also heard that they are moving the exporters up to python 3.2 (i cant remember the exsact version they were gonig to), so i think they might be doing a bit of an overhaul in general while making the skyrim version.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Mon May 14, 2012 10:56 pm

It's great what you guys do for us artists. I have two creatures ready to go for skyrim, just begging for custom animations.

When you talk about custom animations, does this include custom rigs or just extra animations for existing ones?
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Tue May 15, 2012 5:02 am

I hope there will be an exporter for blender, that's my weapon of choice to animate stuff...
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Tue May 15, 2012 3:15 am

I do hope that the Havok Animation retargeting thing is as cracked up as it looks from the preview videos. Have some interesting ideas w/ that and will save considerable development time.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm


Return to V - Skyrim