[FfH II Art Team Blog]

Na i am no biologist. I am Chemist. doing those mysterious Nanoscience. Synthesizing Cylindrical Polymer Brushes with Janus character and all those fancy stuff ;)
(my last project was called: "Water-soluble Organo-silica Hybrid Nanotubes Templated by Cylindrical Polymer Brushes " :D "

Aah, an alchemist, I knew it! Forget all that stuff about Hybrid Nanotubes, I can tell you`re on the verge of creating the Philosopher`s Stone, but don`t worry, your secret is safe with me...

Loving the war centaur, and the mounted mercenaries too. Very snazzy shields on those guys.
 
Likewise loving the War Centaur, I'm not a fan of the vanilla War Chariot to be honest; its egyptian crew and markings seem very out of place in most FFH civs.

How's work on the cannon going?
 
Likewise loving the War Centaur, I'm not a fan of the vanilla War Chariot to be honest; its egyptian crew and markings seem very out of place in most FFH civs.

How's work on the cannon going?

not started... but AA has a nice surprise along that lines ;)
 
Alazkan Assassin and me created a War Centaur (Kuriotates Replacement for War Chariot).
Based on the Mogolan Swordsman: AA did the blendering and nif editing. I reworked the texture. cheers.

here you can see him:


Wow, that's awesome! Looks like they're fighting Rohans. :p

New animations, I'm guessing? or just crazy nif viewer editing?
 
Wow, that's awesome! Looks like they're fighting Rohans. :p

New animations, I'm guessing? or just crazy nif viewer editing?


well, AA presented me with the nifedited Mongol Swordsman (and I think he removed some unnecessary parts in blender, like the riders legs and horses head). and I just repainted his texture.

The trick is to move the rider to the front, make it child of the horses and make it look connected and then just use the old animation ;) well... it looks actually a bit more complicated in nif viewer, probably AA can answer this best.

and yes, Kael implemented your Rohans as mounted Mercenerys
 
IMO though, they do look a bit small compared to 'normal' horses, but yea great artwork :)

You're right, but they're no smaller than the other Centaurs.

You want to talk height issues, look at the Khazad. They can be anything from three feet tall (Axemen) to the same height as humans (Phalanx, Immortal) with most units at about 4 feet tall. :lol:
 
well, AA presented me with the nifedited Mongol Swordsman (and I think he removed some unnecessary parts in blender, like the riders legs and horses head). and I just repainted his texture.

The trick is to move the rider to the front, make it child of the horses and make it look connected and then just use the old animation ;) well... it looks actually a bit more complicated in nif viewer, probably AA can answer this best.

AA is the pro at nif viewer.

I remember the first time I tried to rebone something and that was complicated enough for me. :crazyeye: Probably a good thing I no longer make fantasy units. :p
 
well, AA presented me with the nifedited Mongol Swordsman (and I think he removed some unnecessary parts in blender, like the riders legs and horses head). and I just repainted his texture.

The trick is to move the rider to the front, make it child of the horses and make it look connected and then just use the old animation ;) well... it looks actually a bit more complicated in nif viewer, probably AA can answer this best.

Here's what I do to make the centaur units, in process order. Only 18 easy steps.

1) Pick the mounted unit who's animation is the closest match to what i want the centaur to do.
2) Import into Blender.
3) Remove all unneeded body parts, human legs, horse head, saddle, etc.
4) Without moving any nodes or entire meshes, just nodes, make the top of the horses neck conform precisely to the shape of the bottom of the riders waist. Make sure that all these nodes are skinned to only the bone you expect (human waist horses neck) or they will break apart in game.
5) Make whatever other modifications to the unit you desire for aesthetics.
6) Export as a .Nif.
7) Open in Nifviewer
8) Add the original mounted unit to this file
9) Copy from the original to the modified, all of the nodes that blender lost. Effects, sounds, and weapon nodes are most common. Also replace any unaltered but misplaced peripheral items such as swords and shields.
10) Also copy one other node to the modified unit and place it as a sibling to the HorseNeck node under the last spine node (I don't remember the precise names right now but will check later) rename it to something useful like "False Neck"
11) Remove the original unit from the project, you are done with it. (Note: if you forgot something, save and close the nifviewer, then reopen it and reload the unaltered file; adding the same file twice in one session causes a crash.)
12) Move the bones from part of the horse that used to be the neck and head onto the "false neck" node and rename them all with a prefix to break the animation link. I add "Frozen" to the beginning of the name for these nodes.
13) Duplicate all of the position and rotation data from the original neck onto the "False Neck" Steps 12 and 13 allow the neck to be frozen for attachment with the torso, but still having the front legs move correctly.
14) Move the waist node (and all children) of the rider onto the "False neck"
15) Modify the position and rotation data of the moved waist node such that it alignes preciscely with the neck of the horse
16) Modify the texture data for any pink objects to map to the correct texture files.
17) Save file
18) Test in game. If the animations look wrong, you can try freezing more nodes by changeing their names. Often freezing the human spine nodes one at a time has good results.

I have never made it through all of these steps in one shot, usually i get aways into nifviewer before noticing something i need to change in blender, then i get to restart from step 5.
 
I might be able to do it (with max instead of blender) but I had to re-read the last 5 steps about 5 times each before I could grasp it. :lol: Thanks for explaining. :p

Hm with max this might be easier as you can import animationsequences and reexport them as single kf - instead of renaming bones you maybe just could remove them entirely watch how it changes the animation in max and if it's fine reexport. Allthough you would have to repeat the procedure for each single animationsequence and afterwards still use nifviewer to reattach broken nodes(same as with blender).
Not sure though didn't try any horses imports in max yet but might be worth a try. If it works it should get you a clean animation that won't cause asserts with the game(allthough those asserts usually don't hurt much just let the logs grow a bit)
 
Hm with max this might be easier as you can import animationsequences and reexport them as single kf - instead of renaming bones you maybe just could remove them entirely watch how it changes the animation in max and if it's fine reexport. Allthough you would have to repeat the procedure for each single animationsequence and afterwards still use nifviewer to reattach broken nodes(same as with blender).
Not sure though didn't try any horses imports in max yet but might be worth a try. If it works it should get you a clean animation that won't cause asserts with the game(allthough those asserts usually don't hurt much just let the logs grow a bit)

The asserts are generated when the animations don't find a node with the proper name, right? Could they be fixed by adding a node with nothing skinned to it with the proper name using nifviewer?
 
Hm with max this might be easier as you can import animationsequences and reexport them as single kf - instead of renaming bones you maybe just could remove them entirely watch how it changes the animation in max and if it's fine reexport. Allthough you would have to repeat the procedure for each single animationsequence and afterwards still use nifviewer to reattach broken nodes(same as with blender).
Not sure though didn't try any horses imports in max yet but might be worth a try. If it works it should get you a clean animation that won't cause asserts with the game(allthough those asserts usually don't hurt much just let the logs grow a bit)

I tried that once with one of my first dwarves (importing each animation, modifying it to dwarf proportions, etc.) and it was successful although it did have a bug. Definitely worth looking into but I'm not eager to try it again. :p
 
small update 26.o4.o8

This is Auric Ulvin, one of the Main Characters for one of the Campaigns. You will lead or fight him, on his way to reawaken Mulcarn, God of Winter and bringing another Age of Ice. I tried to stay close to the original Leaderhead.
 
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