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Twilik source files
Posted: Thu Apr 12, 2007 3:32 pm
by YankFan1950
HAs anyone made any Twilik source files usable for modtools or will I have to make my own and if i do can anyone give me help???
RE: Twilik source files
Posted: Thu Apr 12, 2007 3:37 pm
by Teancum
Yeah, just use Aayla Secura.
RE: Twilik source files
Posted: Thu Apr 12, 2007 4:15 pm
by YankFan1950
I kno but I don't want all of them moving like she does I want them to move like a regular trooper
RE: Twilik source files
Posted: Thu Apr 12, 2007 4:20 pm
by RC-1290
For that you need to make a new combo file for your twilEk. It's all in the custom jedi creation documentation file(even if you don't want to make a jedi).
RE: Twilik source files
Posted: Thu Apr 12, 2007 4:23 pm
by Jawa_Killer
or just give her the human skeleton then you can give her any weapon o.O
Posted: Thu Apr 12, 2007 4:34 pm
by Dymon
wouldn't this affect the lekkus or its animations?
RE: Twilik source files
Posted: Thu Apr 12, 2007 4:41 pm
by RC-1290
With static lekku... not really something that I reccomend.
[EDIT] ah I see someone was quicker with posting.
Posted: Thu Apr 12, 2007 4:42 pm
by YankFan1950
how do u do that give it a human skeleton
Posted: Thu Apr 12, 2007 4:45 pm
by MasterYoda91
What would happen if you gave her a blaster rifle for example without changing the Animations?
Would she swing it about when she fires a shot or just wallop people with it?
Posted: Thu Apr 12, 2007 5:02 pm
by The_Emperor
Normal trooper animations wouldnt just give static lekku, it'd make them stretch down to the ground and beyond. Someone (was it ]v[?) released the files you need, in a topic called the glamour units topic or something like that. I'd search for them if I were you, but you really need to read the costum jedi creation guide to get that to work. And be sure to credit ]v[ if you use his unit.
Posted: Thu Apr 12, 2007 8:02 pm
by Penguin
My twi'lek bounty hunters use the human anims and their lekkus are fine
Posted: Thu Apr 12, 2007 11:09 pm
by t551
It has to do with the way animation heirarchies are set up. Overriding a skeleton does not override the normal human animations, those are only overridden if you specifically create new anims for that skeleton to take the place of a normal human skeleton animation.