Very nice my friend.
Very nice my friend.
It sucks that the only words about this I can think to say is "Fucking Awesome".
Nice Job my friend you can have the whole plate of cookies!
Now if only I could figure out something to do with these that wasn't really shitty porn.
Proper good job, Now let's await a Legion of requests for playermodels and npcs...
(Btw- Didn't the undead skelleton dragon have glowing eyes like the other undead?. Perhaps that would be a cool option to have)
These are awesome, managed to decompile one into max and made this for fun;
Might turn this dragon into a full rig, if I can be bothered, and do a fight scene in max (again if I can be bothered)... we'll see. Again good job dude this is awesome-sauce.
If you want the source files I'm more than willing to provide.
AH SEXINESS INCOMING! Keep em up oogaboogaman!
You are a god. Love this!!!
Alright here is the source. Includes the HD DLC body textures. Eye textures are just placeholders for Source. (Actual eye textures are part of the body textures.) Also included the original Skyrim .nif models as well as my edited dragon skeleton if you want to import from the .nif.
I'll add it to the OP.
MAN I LOVE YOU!!!!!!!!!!!! THX
This is absolutely perfect. If only it were easy to turn this into an NPC, although I'd imagine that's near impossible, or at least incredibly hard. But in any case, definitely awesome!
Tips hat to oogaboogaman. The guy who brought Skyrim to GMod. Cheers
Just as I expected, ported over animation and a reskin of silverlan's dragon SNPC. I was surprised that it was made by silverlan himself through.
Does it have the sounds as well? I'm not currently playing Gmod because I am waiting to either get a key to the beta or until the new update is out, especially not download any lua based mods. I just hope to be patient instead of download a lot of shit and then everything breaks.
I would like to know, if these models are free to be rigged and animated for personal purposes and be used to portray animation for an animation reel. The credit would rightly be given to those who have made the mods. Can there be legality issues for doing this ?
All I'm asking for is the model, for which I do not intend to steal any credit.
Thanks for replying at such a short notice. To be honest, I'm concerned about using the Source Files that contain the Bethesda dragons. I need to be able to to re-rig the dragon, animate a dragon sequence where a dragon attacks a castle and a knight manages to kill the dragon after a duel. This piece of animation would be put onto something called my Showreel, which is my portfolio. In the breakdown of the portfolio, I would state that the dragon isn't mine and it is only the animation that is mine. I do not claim ownership of the dragon. And this Showreel, would then be sent to studios to show them the kind of work I do and eventually get hired based on my animation skills. So, I wouldn't want to do something that might end up blacklisting me in the process. I hope this makes for a better question than the previous one.
Any help is good.
Thanks a lot for such a quick response !
Thank you very much for helping out with this. Much obliged. Bless you all and game on ! :D
Just a query... I managed to get the dragons into Maya using the NIFImporter plugin for Maya. I got a dragon mesh along with the joints properly weighted, but all of the joints are not connected to each other. In other words, the joints do not have an hierarchy, and all are floating in world space. Besides that, there are no controllers that can be used to animate the dragon. Is this how it is supposed to be, or am I doing something wrong ? Is there a way to get the complete rig or do the controls need to be created ?
Here is a capture of the dragon in Maya with the joints, minus hierarchy and controllers.
If this is late im sorry but there is a usful tool that can help Pose those Dragons very nicely. It very simple and once its standing all its joints are in place Locked. From there you can unlock"unfreeze" them and pose them anyway you wish :D It makes them much quicker.
Standing Pose Tool
Edit: Ingame Posing.
Thanks for the reply, LordzBacon... but what you have suggested is an ingame tool, whereas, I need help posing the dragons inside a 3d software package called Maya, where I can create my own custom animation for the dragons, using the controllers of the joint setup, which are currently missing from my file. Thanks for trying anyway :)
Have you tried importing just the .nif mesh first alone, then the .nif dragon skeleton after?
Yes I tried importing just the .nif mesh first, which gave me the mesh along with the disconnected to each other, but skinned and weighted joints. After which, on importing the dragon skeleton .nif, it does create some nodes in Maya called NPC_RHeel, NPC_LHeel,NPC_Root__0x5bRoot_0x5d and a hierarchy of nodes with the NPC_Pelvis1 being the main node. Also, this dragon skeleton has nodes which are not visible. I'm able to select them, but they aren't seen. Nor moving them seems to be doing anything.
Hi again oogabooga,
I tried importing the skeleton.nif but nothing got imported, since the file size is 1kb and it probably contains nothing. On importing skeleton.smd , I got a proper structured joint setup after which, I imported the dragon.nif from the source file, and it got connected to the skeleton. So I got a skeleton hierarchy that was skinned. Skeleton2.smd, on being imported kept deleting everything else that was in the scene for some weird reason, so I stuck with the previous file. Although, I found that each of those bones has a rotation value in them. Which is something that should never be there in a joint setup before you start rigging the character in Maya. Also, the controllers to move the dragon are yet missing, and I believe that this is how Bethesda planned to release them. In either case, I would now have to create the joint setup again, based on the one that skeleton.smd provided, and then export the skin weights of this skeleton and import them on the new skeleton that I create.
This is a wonderful forum, and I wish everyone all the best in all that they do. Thanks a lot for the prompt attention and response :)
Hi there oogaboogaman,
This latest group of files that you provided, is not very much different from the previous ones, besides the fact that this one contains the main nodes of Pelvis and Heels of both legs parented to a main joint at the origin of the file at 0,0,0 , while the previous ones didnt. So Im assuming this is a better version of the previously provided ones. Although, all the joints still do contain rotations minus the controllers so I'd have to recreate the rig sometime in the future. Thanks for responding so quickly, oogaboogaman :) You rock.
I'm not sure why the rig is messing up for you. I just don't have any experience with Maya, sorry.
But when you say controllers, you mean stuff like IK solvers for animation? If so, I believe you'd have to make your animation rig yourself.