Help - Search - Members - Calendar
Full Version: moddeling a new head question...
The Nexus Forums > Specific Games > Morrowind > Morrowind Plug-Ins > TES Construction Set
Geonox
owk I've made a new character well a new head. but! it's not a modified nif file but a new head...now..my question is how do I let the lips move when the character is speaking? do I have to assign some vertex(es?) to something like a skeleton or something else? How can I do this???
Almelexia
If you want to know more about this thing then you should download Rhedds heads guide.
Almelexia
The site of the mod is this, http://home.wnm.net/~bgriff/MW_Tutorials.html
There stands all you need to know about his question. Good luck

Almelexia
Geonox
Ok is there anyone who knows how to do this because I'm stuck....I know how to make 3 different faces and such....but I'm stuck @ step 4...is there anyone who can help me??? sad.gif
Akrid
It's not like three diffrnt textures the player chooses, it's three diffrent nif's, like you must texture three diffrent heads and save the nifs seprate, then in the TES they get names like FACE_01 FACE_02 FACE_03 or somthing like that.
Geonox
really? I thought it was an animated nif file like he said... Now just select the animated head and [Export Selected] into Morrowind<<thats what he said, but I ain't get the animation part with the frames...I don't know how to do that with the frames:

Now for the animation. The total animation should be set to 30 frames in length at 15 frames per second. The talk animation is going to run from frame 0 to 20, and the blink from 21 to 30. The eyes will be closed by frame 25 and open again by frame 30.

Adjust the morph sliders so that the talking morph is 0% at frame 0 and 100% at frame 20. Make sure it goes immediately back to 0% at frame 21 and STAYS that way for the rest of the animation.

Using the [Track View], you’ll need to adjust the [in] and [out] settings on each keyframe so that the mouth animation tension is a straight line from frame 0 to 20, then broken leaving frame 20.

that part....so if there's anyone who can help me with that part please help me....
Akrid
QUOTE
really? I thought it was an animated nif file like he said... Now just select the animated head and [Export Selected] into Morrowind<<thats what he said, but I ain't get the animation part with the frames...I don't know how to do that with the frames:


Oh, well that's somthing else. Uhhh... I can make the animations, but I never tried using them in the TES.
Geonox
biggrin.gif hmm can you explain it to me? the same way it is done in the tutorial??? cos I don't understand the tutorial fully...
Akrid
Nope, I'm as lost as you, this is what we do then.... :help: :help: :help:
Peregrine
Its telling you to set three keyframes of the mouth movement.
1) Frame 1 = mouth closed
2) Frame 20 = mouth open
3) Frame 21 = mouth closed

Then you set the transition between keyframes to whatever is described there. Then do the same for the eyes, except centered around frame 25.

I'm not sure if you need to do those keyframes with the sliders, or if its just the most common method of character animation. If you don't, you can probably just move the parts the hard way.
Geonox
owk I've modified an official morrowind head, I've modified the wole mesh so not only the textures, but here's my question...do I also have to change the animation because I don't know if the face change back to the normal mesh when it speaks or blinks with his eyes....

EDIT: whoho owk I've figured out that sliders thing and my head has got an animation! tongue.gif but here's a new thing, I really REALLY don't get that track view part sad.gif with the in and out settings is there anyone who can explain step by step what I have to do???
Geonox
I'm still having this problem sad.gif is there anyone who can help me with the note track thing...coz I can only add a note track but I dunoh what to do next..because I have to fill in start talking and such but how do I do this <_< ????
Peregrine
I don't do character animation, but if I understand this right....

It's just telling you to add labels to the track view describing which keyframe is which for the exporter.
Geonox
yeah I know, I can add a note track to the model but I don't understand how to name it Start:Talk orso
Peregrine
I believe you're just supposed to attach a label to each of those keyframes stating what it does. It's not supposed to do anything, just tell the exporter which frame is which.
Geonox
yeah I know that I have to add a note track but I have to name the note track Start: Talk on frame 0 Stop: Talk on frame 20 Start: Blink on frame 20 and Stop: Blink on frame 30 but I know how I add a note track but I just don't get it how to name it Start: Talk .....so I don't know how to edit a note track...

EDIT: Finally I have found out how to do this, I have max 5 but i was doing a tutorial for max 4 (couldn't find one for 5) but that one works different. I had to add a key frame instead of a note track...but hmm no I'm having another problem (will it ever stop?!) I CAN'T EXPORT MY HEAD :bye: !!!!! I'm getting an error when I'm trying to export it....and after that 3d max shuts down so why?! The export plugin will only work for non animated objects :angry: how do I fix this problem???
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.