Working on new killmoves or finishers for skyrim, we you wan

Post » Sat Sep 22, 2012 3:38 pm

I Absolutly love to killmove... one of the ONLY reasons I STILL play skyrim today. but the current killmoves are starting to bore me to death, I need something new, I've decided to get 3ds max 2012 and try to make killmove animations myself...but I've discovered theres much more to it. I have no idea what I'm doing, but so far all i have is two skeletons, and meshes, (both human) and that's about it. I took the "Malebody_0" and "Malebody_1" from "\meshes\actors\character\character assets" and worked around that to make a skeleton from the ground up with both of them just a basic skeleton none of the wierd stuff i saw of the default skeletons when i import them with the mesh,i used the "Bones tool" located under "Systems" in the "create" button for both meshes that I took. I'm just not sure what I need to do now... now that i have all that set up, but i do know exacly how to animate with 3ds max, I just don't know what i need in order for a killmove to work in skyrim in the first place. Also, how would i make it pissible for it to be viewed from firstperson or thirdperson so it works? Does the animation also need a weapon like a sword or axe in the meshes or skeletons hand? How would I make that? so the game knows what weapon you are using, and so it can activate the killmove with that specific weapon...I just don't know plain and simple.

I do have the patience, I just need to know what to do, from where I'm leaving off at.

if you need my email then i can provide that for you, if you need it just by asking for it from a reply... or if you already know how to contact me with an email if you think contacting me with an email is neccessary.
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