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Searching Bethesda's Khajiit animations

PostPosted: Tue Sep 14, 2010 2:41 pm
by Istaqa
Hullo ;)

The default walking/running animation for Khajiits in Morrowind
is kind of... unique :D
I'd like to edit those - which could probably end up in really hard work, haha.
But I'm willing to try at least and see what comes out of it.
I have 3ds max 11 and would work with that.
So where do I find those Khajiit animations? :)
And how do I import those in 3ds max? Or another 3d program (like Blender)?
If there's a experienced animator around here.. would you be so kind and share somewhat of your knowledge?

I've searched via google but all tutorials I got from there worked with self-created meshes.. so.. I'm clueless about where to find these animations ;)

Re: Searching Bethesda's Khajiit animations

PostPosted: Tue Sep 14, 2010 3:06 pm
by Elaura
They are not unique to khajiit.  They are actually used for both khajiit and argonian bodies.  They are located in the BSAs.  You can probably also find them in the Data Files\Meshes\a and Data Files\Meshes\b directories on the TESCS disc.  The xanim and xbase files are in the Data Files\Meshes\x directory.

They will be named with "kna" somewhere in the filename.

Re: Searching Bethesda's Khajiit animations

PostPosted: Tue Sep 14, 2010 3:21 pm
by Istaqa
Thanks, Elaura - I've found them :)

Now I "only" need to do some experiments, haha.

Re: Searching Bethesda's Khajiit animations

PostPosted: Tue Sep 14, 2010 8:03 pm
by peachykeen
Importing animations is notoriously hard, especially on unsupported versions of Max. Most often, the bone positions are twisted (I've seen the bip flipped on the Y) and note-tracks and keyframes can get lost. You're much better off using the publicly engineered source animation files and a proper version of Max (4 or 5 are best, I use 5.1.1 and have easily exported animations, and I can't model worth a darn).
Once you have the skeleton (you need a full biped skeleton, rigged for IK I think), making the animation is really easy. You can also mocap them, like RX31 did in most of his (now semi-legendary) animation packs.
Exporting is a little harder. If you can, use the official exporter, it works much better. It only works for Max 4/5 though. The NifTools exporters/importers may work if necessary, but you'll be working with lower-quality software and can expect some issues.

And gods forbid you're forced to use Blender...

Re: Searching Bethesda's Khajiit animations

PostPosted: Wed Sep 15, 2010 8:46 am
by Istaqa
Sounds good but I will have to buy Max again - or not?
You know, I'm really for the easier way here (I had a look at Blender and got somewhat confused)
but my budget is not that unlimited.

My, my.. why can't they release a plugin for Max 11, haha. That's kind of troublesome :D

Re: Searching Bethesda's Khajiit animations

PostPosted: Wed Sep 15, 2010 12:14 pm
by peachykeen
Well, that's the problem. Max 5 is a nice way to get around the whole corrupt animations thing, but they don't sell it anymore. The only way to get it is to find a used or pirated copy, which makes it almost impossible to purchase legitimately (of course, you can argue that since Autodesk doesn't sell it, downloading it isn't hurting them, but...). If you do manage to find a copy, which is easiest in Russia from what I've heard, you're looking at $20 or so.

Now, if you want to try Max 11, NifTools does have importers/exporters that work. They don't work as well on some things, so you may run into trouble (I know particles and animation took some time to get working and might not be perfect). Those are definitely worth a shot.

I'd still recommend trying to find .max files with the animations, that will save you a few of the harder steps.