I can't create a working skeleton
![]()
Expotron
#26
Napisano 07 luty 2015 - 09:24
#28
Napisano 08 luty 2015 - 02:42
I guess I found a temporary solution...
I used the N_HunterStatue skeleton - iy's the exact same skeleton as p_hhm but with a different (much smaller) set of animations. I made all the animation I wanted him to use, and i works perfectly fine. My creature is flying around, attacking, taking damge and casting spells like a mada-faka! As I rarely (actually never) use the standard hunter statue skeleton imma roll with it for now...
I will take a look at that skeleton tutorial some time later though.
#29
Napisano 08 luty 2015 - 06:09
![]()

#30
Napisano 08 luty 2015 - 06:50
I used the N_HunterStatue skeleton.[...] I made all the animation I wanted him to use.
In other words, you overrode the N_HunterStaute creature? Or you added some animations to the set?
#31
Napisano 08 luty 2015 - 07:02
Both - I overrode the idle animation and added some new ones. Then I created a new row in appearance.2da, gave it N_HHM model, N_HHM head, N_HunterStatue skeleton and bang -> exactly what I wanted.
#32
Napisano 08 luty 2015 - 08:37
I DID IT! I DID IT! OMFG I GOT IT TO WORK!
Turns out it was all about the root bone name (I had no idea such thing exists - I read about it in the tutorial)
For future all readers who don't get it, here's how it's done:
- import a skeleton of your choosing
- edit -> select by -> name
- look for the skeleton name
- double click it
- rename it to your custom skeleton name
- export as a model
- boom: you have a skeleton - now you can create all the custom animations for it
OMG that was hell - thank you a million times guys for all your help - I would never have done it if it wasn't for your links! THANK YOU!
#33
Napisano 08 luty 2015 - 09:25
Reminds me of Ignus [sic], from Planescape: Torment, in a good way. "Ignus wishes to burn..."
#34
Napisano 08 luty 2015 - 09:31
So this is now a non-overriding skeleton? Because overriding the thayan golem with a completely differently animations is bad.
#35
Napisano 08 luty 2015 - 09:32
Reminds me of Ignus [sic], from Planescape: Torment, in a good way. "Ignus wishes to burn..."
My friend - this IS Ignus in the flesh and I am absolutely uploading him at the new vault as soon as polish the models and make him a soundset.
- Tchos lubi to
#36
Napisano 08 luty 2015 - 09:44
So this is now a non-overriding skeleton? Because overriding the thayan golem with a completely differently animations is bad.
Honestly - I have no clue what are you asking about.. can you rephrase the question?
#37
Napisano 09 luty 2015 - 02:01
#38
Napisano 09 luty 2015 - 04:14
It will use the new animation - but forget about that: I already found a way to make a custom skeleton
so there's no need do override the hunter statue





Do góry






