Brand new animation help. Using existing mocaps, .fbx

Post » Tue Jan 22, 2013 10:00 pm

Hello all

After seeing quite few new animations, dances etc, I'm wondering how people are getting the existing animations to work for Skyrim. Clearly not all of them have been painstakenly made
in 3ds and have been created in some other program and converted to use with the Skyrim skeleton. (See following for example) https://www.youtube.com/watch?v=n8C4TCpdYlA.

I've tracked down some info, but it leads to a Russian (I think) webite. I have all the tools (Havoc stuff, Nif stuff, 3ds 2010,2011). I have a fairly simple kneeling animation that I would like
to use in a mod. It's in .fbx, but I'm sure i could get it in other forms.

Can anybody steer me in the right direction?

Thank you
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Skrapp Stephens
 
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Post » Tue Jan 22, 2013 4:23 pm

What your looking for are 3D App tutorials aimed at Importing MoCaps specifically how to properly Retarget the animations incoming to the existing Skeleton/Bones for Skyrim that should already exist before your start importing.

For the most part a small child or a monkey ! could be trained to import MoCaps into Max its easy and straightforward if you have any familiarity at all with the Program, if not it might take a couple hours of reading tutorials at the most -> start with Autodesk Tutorials they are informative and usually to the point and free if you purchased/studented a copy of Max, also the CD's usually have a huge variety of Tutorials on them as well.
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Ells
 
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Post » Wed Jan 23, 2013 3:33 am

Thank you. Im versed in 3Dmax, but have done hardly any work with animation. I'll check into tutorials on retargeting.

Thanks again
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Terry
 
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