Valkrionn
The Hamster King
Even if it's a messup, save the nif. With a recolor, it could make a decent ghoul. 

unfortunately after exporting it as a Civ4 Nif (without animations) it only has 'chicken drumstick wings' and no animations at allive obviously done something wrong here...
Yeah it does seem like a handy tool for a lot of things. And also seem to require less resources (especially compared to PS CS4 Extended on windows 7 64-bit, or at least on MY computer, it is really buggy, at least unpatched).I don't know about pen tablet support, and it doesn't really have support for paths like Photoshop as far as I know. It is a simpler tool than Photoshop ultimately, but it is free and it does support a lot of really handy things like layers, clone stamp, etc.
(on a partially unrelated note, i downloaded the demo for the game 'loki' and found it to have HEAPS of AWESOME art we could use. see the spoiler for a tiny sample. once i learn to export/import nifs correctly and learn to convert animations im going to try converting this lot to Civ)
Basically, it looks like your exporting has got rid of the NiSkinInstance on two of the meshes. The NiSkinInstance is significant because it holds the information on which part of the mesh is animated by which bone.
ok... that makes sense.
what settings should i be using then? this is what i used for the coatl export:
Spoiler :
![]()
im excited for the tutorial![]()
And I actually have a request, if you have time.
@PL: OK, I fixed your Coatl animation issue by removing the legs myself in Blender and then rigging the tail feathers in Blender as well.
Spoiler :![]()
You are using the same NIF importer/exporter that I use which is good, but I'm not sure that tweaking the export options would help in this case. I generally keep "Generate Strips" off, and "Partition Strips" off as well.
The problem is that each vertex in a mesh needs to be associated with at least one bone. This is basically what is meant by rigging. In the example of your tail feathers, you have created the mesh by hand but you have not rigged it (i.e. told each vertex which bone it should be associated with). I don't know how to do this in 3DS Max as I generally use Blender for modelling, rigging and animation, but perhaps you can find some tutorials. I'm not sure how the rigging info for the Drakes body was lost - when I imported the drake into Blender and removed the legs the rigging info was kept OK.
For your Zombie Drake, you can use the fixed Coatl as a base (just switch the textures over in NifSkope), but if the tail is a new hand-made mesh it'll need to be rigged.
One things is that the strike animation where the Drake uses its legs doesn't really make sense anymore. Perhaps I can make a new one - some kind of biting or tail whipping animation. As temporary fix we could edit the KFM so that only the breath animation is used.
I should be able to at least start the tutorial at the weekend.
fantastic thanks Del(mind if i call you Del?
im an aussie, we shorten everything)
i suppose you will cover how you did what you did in the tutorial? i really would love to learn how to do that propperly.
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Heres my zombie Drake in game (using the fixed legless coatl above as a base.)
Spoiler :
![]()
does that look ok Valk? initially id have liked to have 3 tail fins (as in post 133), but because the coatl has 7 it looked a bit silly, so i opted for some spikes instead. i also have a version with legs and no tail spikes if youd like. ill upload the files if you think its ok![]()
That... Looks awesome.Are there any special programs required to edit the kfm?
KonverterFM