Hello, I am thinking about modifying some stock models (HM, QM, HF, etc) into something that requires the need for adding more bones, like wings, extra limbs, tail, etc.
I know that I can modify the mesh with the new limbs/stuff and reskin that to new texture maps, but what I would like to know is whether its possible to add interactive bones to the meshes so that the limbs, etc can actually be animated.
This was something that I was working on a while back (dont have the files from back then since I had to format my drive...) but I vaguely remember that I could get the modified models into the toolset (bones linked, weights added, 2da edited, etc) but the bones would fail to take on any animations, and worse yet the regions of the meshes/vertices that were allocated to new bones would fail to distort or inhert the motion from the bones that they were linked to. They would simply hover and clip from the rest of the body or follow the root only...or something along those lines.
So has anyone else tried to successfully add bones in this manner? I would like to start from scratch on adding wings to human males, and if anyone can help or point me in the right direction I would be very grateful.
Im using 3DS with Eshme's script and I tried searching for similar threads but couldnt find any regarding this particular problem. Thanks in advance for any help offered!
Adding new bones to existing models
Débuté par
WastedKane
, mars 27 2013 05:07
#1
Posté 27 mars 2013 - 05:07
#2
Posté 13 avril 2013 - 02:14
Yea it is doable and not that difficult actually, the main problem is doing the animations of the new bones for all the animations already in game.
Take a look at this thread http://social.biowar...ssion/2366/&p=2
Take a look at this thread http://social.biowar...ssion/2366/&p=2
Modifié par alschemid, 13 avril 2013 - 02:43 .
#3
Posté 27 mai 2013 - 04:03
Hey, thanks a lot m8! And a a big thanks to Eshme.
Would have never figured it out that the keystone lies in the uhm_basa skeleton due to the way the engine interprets the files.
Cloning the new bones onto the face skeleton and animating that one did the job. So merging the face to body/glove/boot meshes borks the facial FX, yea? Havent tried doing that yet, but taking the cue from the conversation you guys were having in that thread. For now, I am creating the animations on the skeletons that hold the weight-modified meshes and then exporting and importing them onto the facial skeletons before putting it up in the editor for scrutiny.
Would have never figured it out that the keystone lies in the uhm_basa skeleton due to the way the engine interprets the files.
Cloning the new bones onto the face skeleton and animating that one did the job. So merging the face to body/glove/boot meshes borks the facial FX, yea? Havent tried doing that yet, but taking the cue from the conversation you guys were having in that thread. For now, I am creating the animations on the skeletons that hold the weight-modified meshes and then exporting and importing them onto the facial skeletons before putting it up in the editor for scrutiny.
#4
Posté 29 mai 2013 - 06:33
I never got the animations on the head working after merging with something else because as Eshme said: "Head Animations (lipsynch) require a facial FX setting on GOB for the Head" and because I forgot that there is another thread related to Face FX and a custom head mesh here: http://social.biowar...2/index/8432191.
Modifié par alschemid, 29 mai 2013 - 07:06 .





Retour en haut






