Just mentioning it because it'd mean possibility to actually fix the issues people have with stuff like the very long arms of the dwarves and whatnot -- it'd "just" require going through all related .mmh files and changing the length of certain bones, and then going through all associated .msh files and adjusting them to match. Which would be one heck of a task but hey, maybe someone out there feels bored and/or determined enough
Interesting fact regarding model skeletons...
Débuté par
tmp7704
, avril 18 2010 08:14
#1
Posté 18 avril 2010 - 08:14
... is, altering the length of bones as they're described in the .mmh file doesn't seem to break anything per se -- all animations designed for that type of creature still play correctly, and if the model mesh is adjusted to match the "new" skeleton, it also seems to render and deform all proper.
Just mentioning it because it'd mean possibility to actually fix the issues people have with stuff like the very long arms of the dwarves and whatnot -- it'd "just" require going through all related .mmh files and changing the length of certain bones, and then going through all associated .msh files and adjusting them to match. Which would be one heck of a task but hey, maybe someone out there feels bored and/or determined enough
Just mentioning it because it'd mean possibility to actually fix the issues people have with stuff like the very long arms of the dwarves and whatnot -- it'd "just" require going through all related .mmh files and changing the length of certain bones, and then going through all associated .msh files and adjusting them to match. Which would be one heck of a task but hey, maybe someone out there feels bored and/or determined enough
#2
Posté 19 avril 2010 - 01:19
Indeed, animations are quite decoupled from the model. They only reference names of exports so you could theoretically make a spider animate using a bear animation if the exports where the same. It wouldn't look right, but it would work.





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