Roth9 14 Posted June 14, 2017 I request a mod that lets the selkath at the Sith embassy have lightsabres. After all, they are being trained by Sith. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 14, 2017 They don't have the animations and they use a non-standard rig, so can't use the player animations. Edit: However, through a lot of work, it may be possible. Stay tuned.... 4 Quote Share this post Link to post Share on other sites
LDR 234 Posted June 15, 2017 I believe they use their standard selkath unarmed animations no matter the melee weapon equipped. Looks kinda cool honestly. Quote Share this post Link to post Share on other sites
Malkior 476 Posted June 15, 2017 I feel the need to say I absolutely love the name of this topic. Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted June 15, 2017 I believe they use their standard selkath unarmed animations no matter the melee weapon equipped. Looks kinda cool honestly. With Blaster Rifles they use their pistol animations as well. 1 Quote Share this post Link to post Share on other sites
Roth9 14 Posted June 15, 2017 I believe they use their standard Selkath unarmed animations no matter the melee weapon equipped. Looks kinda cool honestly.I am not talking about all Selkath, just the ones at the Sith embassy. They are being trained in the force by the Sith, so it's kind of weird that they use blasters instead of a lightsaber or even a melee weapon. Quote Share this post Link to post Share on other sites
superSzym 155 Posted June 15, 2017 I am not talking about all Selkath, just the ones at the Sith embassy. They are being trained in the force by the Sith, so it's kind of weird that they use blasters instead of a lightsaber or even a melee weapon. But the Selkath in the Sith Embassy use the standard Selkath model, so they have the same animation set as the Selkath everywhere else. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 15, 2017 It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration: I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap: Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike: The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Here's some dialogue: Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes. 12 Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted June 15, 2017 You work quick, DP. Wow! 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted June 16, 2017 Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike:https://www.youtube.com/watch?v=Znxnar5sl-4The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Can you check if Blaster Rifles work with those models and for the head clipping couldn't you just reduce the head size? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 16, 2017 Can you check if Blaster Rifles work with those models They are using the standard player animations. All weapons will work. for the head clipping couldn't you just reduce the head size? No. It's not practical using their original body, given how it mates at the neckline. You could probably scale it right down and have them use regular player bodies, but then they would look like weird pygmies compared to the vanilla Selkath. Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted June 16, 2017 for the head clipping couldn't you just reduce the head size? No. It's not practical using their original body, given how it mates at the neckline. You could probably scale it right down and have them use regular player bodies, but then they would look like weird pygmies compared to the vanilla Selkath. I've tried and failed to put Selkath heads onto the player bodies. The anatomy is just too different. It may be doable by someone more talented than me, but it's definitely not an easy job. It would be more practical - still not easy, but easier - to fix the animations themselves on a new Selkath supermodel. Might be possible to get the original dialogue animations on it, too. This looks great, by the way. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 16, 2017 I've tried and failed to put Selkath heads onto the player bodies. The anatomy is just too different. It may be doable by someone more talented than me, but it's definitely not an easy job. It's doable with some adjustment of the neckline verts, but probably still not without a lot of ugly clipping on certain bodies. I'd say a scale of about 80% would be about right for the large male player body size, but you could also scale the bodies up for a slightly larger head (still probably no bigger than 85% of the vanilla head): Seeing as you'd want to replace the hands and feet, you are already taking customised bodies. So maybe you could add in some sort of collar derived from the vanilla body to try and mask the join. It would be more practical - still not easy, but easier - to fix the animations themselves on a new Selkath supermodel. Might be possible to get the original dialogue animations on it, too. My feeling is that would only really be practical in the event of I/O scripts incorporating switching between trimeshes and proper bones, to allow exporting to something like Motionbuilder to properly map the animations between rigs. The existing animation mapper isn't up to the task for such divergent rigs. Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted June 16, 2017 It's doable with some adjustment of the neckline verts, but probably still not without a lot of ugly clipping on certain bodies. I'd say a scale of about 80% would be about right for the large male player body size, but you could also scale the bodies up for a slightly larger head (still probably no bigger than 85% of the vanilla head): Seeing as you'd want to replace the hands and feet, you are already taking customised bodies. So maybe you could add in some sort of collar derived from the vanilla body to try and mask the join. Yeah, the collar was the big problem when I tried it before. Looked like the neck was sucked through a vacuum cleaner. Had the same problem with the Ithorian. I had planned to maintain the original collar should I ever take a look at it again, only replacing part of the torso, or perhaps just the arms and legs. That would at least allow for a little more body variety. My feeling is that would only really be practical in the event of I/O scripts incorporating switching between trimeshes and proper bones, to allow exporting to something like Motionbuilder to properly map the animations between rigs. The existing animation mapper isn't up to the task for such divergent rigs. I'd have to take a closer look, but I wasn't thinking of attempting to get the entire animation - rather, picking one rig or the other as the base, and then making an approximation of the animation by mixing the parts. That thing they do during dialogues, scratching the cephalic lobes, could probably be done by replacing just the arms but leaving the rest of the skeleton intact. Mind you, such scripts would be nice to have... Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted June 16, 2017 No. It's not practical using their original body, given how it mates at the neckline. You could probably scale it right down and have them use regular player bodies, but then they would look like weird pygmies compared to the vanilla Selkath. Fair enough. Probably not the preferred way of handling things but you could remove critical strike, flurry and power attack from the utc nd make them use normal attacks which may look prettier when it comes to the clipping. Quote Share this post Link to post Share on other sites
Seikan 22 Posted June 16, 2017 Well, about the loss of conversation Selkath animations etc, if you don't want to trouble yourself too much with animations mixes and stuff, a way to go about it could be not to replace the selkath model by the new one, but add it separately, and only apply it to selkath sith apprentices you'd fight with whom you don't usually have that many conversations anyways, and leave the regular selkath citizens, store owners, judges and all that stuff with their original animations, since they don't really need to be able to use melee weapons, etc. Quote Share this post Link to post Share on other sites
superSzym 155 Posted June 16, 2017 Maybe it would be a good idea to try to give the Selkath Dark Jedi Robes or Sith Uniforms. This would be really amazing, but the heavy armor you've shown would also look quite well. This would make it more immersive, as it is quite improbable that every Selkath would hang out in the same outfit. Of course, I'm not pushing you to do so, but if this could make happen, it would be awesome. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 16, 2017 Probably not the preferred way of handling things but you could remove critical strike, flurry and power attack from the utc nd make them use normal attacks which may look prettier when it comes to the clipping. The problem is primarily with the normal attack animations. Giving them all two weapons or double-handed weapons may be a more useful approach. only apply it to selkath sith apprentices you'd fight with whom you don't usually have that many conversations anyways, and leave the regular selkath That was already the intention. I've added some upper lip weighting, but it's still not quite like the vanilla. Will try changing the lobes to dangly meshes and then post a video. Edit: Here we go, although there are some shading issues on the lobes causing some odd effects from the spec map. I'm a bit vague on the settings, so they could do with some tweaking. Some extra subdivisions may help smooth out the jankiness as well. 2 Quote Share this post Link to post Share on other sites
Roth9 14 Posted June 16, 2017 How about using the Malak model? It has different animations, maybe it solve some of the issues? Also, the selkath being trainned as sith are young, so you could reduce their size using this as an excuse. Quote Share this post Link to post Share on other sites
bead-v 251 Posted June 16, 2017 so you could reduce their size using this as an excuse. Actually that's a very good idea. It always annoyed me that they look just like regular selkath and I have to use my imagination to see them as young. For me this is way more important than having them use lightsabers. 2 Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted June 17, 2017 the selkath being trainned as sith are young, so you could reduce their size using this as an excuse. That would make sense because their arms will be smaller than the adult selkath. Quote Share this post Link to post Share on other sites
Roth9 14 Posted November 6, 2017 The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Here's some dialogue: Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes. I have not heard about an update on this for quite some time. Did you gave up on it? Can I have the models that you made for this video please? Quote Share this post Link to post Share on other sites
Oaks 28 Posted June 27, 2018 I was going to request this, but it already exists a topic... It was requested a year ago, but it was never releasead. Can I ask Darth Parametric to please release the unfinished models? I am going to play kotor for the last time in a very long time and am gathering mods to make the game the most complete as I can. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 28, 2018 With the rules regarding porting changed, it probably makes more sense to port the TOR Selkath over. Come back in another 12 months. 1 2 Quote Share this post Link to post Share on other sites
CarthOnasty 214 Posted June 28, 2018 In theory, since these are SIth trainees, shouldn't they have the training sabers? Or because they're Sith they don't use "safe" methods of training. Quote Share this post Link to post Share on other sites