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xaayer

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  1. Let me know if this works for you Screen Recording 2026-03-30 204104.mp4
  2. Kinda of, though it isn't between animations but between keyframes within an animation. Hmm alright, maybe I'll give it a shot to create IK bones
  3. I don't know about that. Are there any resources for animating Kotor 1 models in Blender? Or is it still recommended to do animation work in 3dsMax? I don't have 3dsMax and using the 30 day free trial just to work on something like this feels kinda silly since once it's over, I can't continue. Also, for the Ithorian at least, I've found that some animations have the arms flail wildly between animation keyframes as if the "bones" aren't properly aligned @seedhartha I saw in one forum post that you're more the person to ask about Blender and Kotor? I have read the "Editing Animations" section of the readme, so I've extracted the "bones" as points (Sad I can't make them look like standard bones and sad there are no IKs...) for the purpose of animating. However, I don't know why they're doing this flailing motion in the in-betweens. Also, is it possible to add IKs to the bones when they have been extracted for ease of animation or would doing so mess up exporting animations?
  4. How do you change a character's supermodel? Is that in HT?
  5. What if I were to adjust the game's ithorian model to more closely align with the PC? Edit: Also which model would be best for looking at player animations?
  6. Hello, I have had an idea for quite awhile of replacing the main player character of Kotor1 with an Ithorian. My fist attempt was just swapping the character model in KSE, but that crashed when I tried to do anything other than walk around. I figured that because the alien has such odd proportions that the model has custom animations rather than inheriting animations like most other standard humanoid character models. So I've dived into Holonet Toolset, Blender/KBlender, etc. I've been able to modify a party members model successfully using HT to export mdl/mdx, importing to blender via KBlender, making changes, then exporting and throwing those new files in my Override folder. However, when I exported the Ithorian model, I found that my suspicions were correct and the Ithorian only had a walk cycle. I assume I'll have to find a player model to mooch animation key frames off of, but I've also read that there are things called Stunt animations and also that cutscenes are a bit weird to modify. So, my question is: Is my goal of making a fully playable Ithorian feasible? I know that equipping armors won't work and I'm fine with that, but are the lack of animations just a deadend on this project?
  7. There is a character model that has basic animations such as walk/run, idle, standing, cheer, fall, death, etc. I'd like to add attack animations as well but since it isn't humanoid like most other character models, it's not as simple as switching the rigging or placing the mesh over the pc skeleton like other characters are able to do Not those kids of animations
  8. Hello I am trying to modify a character in Blender. I've been able to successfully import with Kotorblender and it lists that it transfers animations as well, but I don't see the animations within blender nor do I understand how character animation works as this does not use bones as I understand them. I was also able to import it into gmax and see the animations, however I have no experience in Gmax and I haven't been able to find any tutorials that could help with animation and the User Reference link in the Help menu doesn't do anything. My goal is to add animations to an existing character model, so I'm not looking to modify the character nor texture. I would do the 'swap' I saw in a tutorial somewhere, but the character is not fully humanoid, so that would definitely not work. Ig uess my question is has anyone successfully added animations to characters using blender?
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