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Adding Joints / Bones to Existing Skeletons


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#1
ArtemisJ

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Is this possible? to beef up existing skeletons to get more fluidity / motion in animations?

 

I am a complete newb to rigging models, any hints?

I found a few tutorials about rigging face models.. not quite what I was after though. Is this possible?



#2
Tchos

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Just adding joints to a skeleton won't make it more fluid.  The existing animations would have to be redone with the new bones in place.


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#3
ArtemisJ

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Just adding joints to a skeleton won't make it more fluid.  The existing animations would have to be redone with the new bones in place.

 

Yea that's totally fine.. I can animate them.. I am hoping that existing animations would work for the already named bones and I can progressively re-implement the animations for each pose / movement incorporating the new bones in 3DS.

 

(This is specifically with Player Character Models in mind)

 

 

EDIT

So just in case it wasn't clear.. my **** english. I am hoping that by adding extra joints to the skeleton (while leaving the existing ones intact) I can than work on re-animating emotes and movement without breaking existing ones that would ignore those bones?



#4
4760

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existing animations would work for the already named bones and I can progressively re-implement the animations for each pose / movement incorporating the new bones in 3DS.

Unfortunately, that's not the case... As soon as you add new bones to a mesh, the skeleton needs to include the new bones (otherwise you won't be able to save the mdb) and as soon as it's done, the parts of the mesh influenced by the new bones will remain static (since the existing animations will obviously not have any information about the new bones).

 

The best solution I found is to create a new skeleton (instead of P_HHM_skel for a human male player character, use NEW_HHM_skel for example) and create the whole set of animations (combat, spells casting, walk, run, etc... everything will have to be remade from scratch).


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#5
ArtemisJ

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Unfortunately, that's not the case... As soon as you add new bones to a mesh, the skeleton needs to include the new bones (otherwise you won't be able to save the mdb) and as soon as it's done, the parts of the mesh influenced by the new bones will remain static (since the existing animations will obviously not have any information about the new bones).

 

The best solution I found is to create a new skeleton (instead of P_HHM_skel for a human male player character, use NEW_HHM_skel for example) and create the whole set of animations (combat, spells casting, walk, run, etc... everything will have to be remade from scratch).

 

So what if.. in theory the new bones only affected parts of the mesh that were already static.

 

I wouldn't be adding a joint between two existing bones.. just extra bones attached to the core joint.

 

Couldn't old animations work as normal?

 

EDIT:

I appreciate all the great info guys.. do you have any easy to follow tips / tutorials for rigging a mesh ideally in 3DSMax?



#6
kamal_

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HellfireRWS also mentioned there also being a max limit to the number of bones. I want to say it was 47 bones, but that could be bad memory on my part.


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#7
ArtemisJ

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HellfireRWS also mentioned there also being a max limit to the number of bones. I want to say it was 47 bones, but that could be bad memory on my part.

 

Excellent point Kamal.. Going by:

 

 

http://nwn2faithless...on-and-max.html

 

Each skeleton should be composed of no more than fifty-four bones, not counting facial bones that are animated only in cut scenes (the “f_” bones) and attachment points (the “ap_” bones, dummy objects to which other non-animating meshes or visual effects may attach themselves). Fifty-four bones isn’t a whole lot, especially for creatures with extra limbs or heads. Nevertheless, there are ways to overcome this limitation, as we shall soon see.

 

Does that mean I would have 54 bones to work with on the arms / torso/ legs (not including hands and feet which come from gloves and boots)

 

I can only omit the ap_ bones.. damn

 

 

EDIT:

I think the human skeleton exceeds 54 even if I omit f_ and ap_ ... Maybe it's just a guide line?



#8
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I think the human skeleton exceeds 54 even if I omit f_ and ap_ ... Maybe it's just a guide line?


No, the limit is definitely 54 bones per skeleton. The maximum is 3 x 54 - 2 = 160 bones if you add wings and tails (or rather, parts that you call wings and tail; the - 2 coming from the common bones between the main skel and the wings and tail skels).
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#9
ArtemisJ

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No, the limit is definitely 54 bones per skeleton. The maximum is 3 x 54 - 2 = 160 bones if you add wings and tails (or rather, parts that you call wings and tail; the - 2 coming from the common bones between the main skel and the wings and tail skels).

 

Hmm.. That sucks because I would need to redo all the clothing as well?



#10
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Yep, if you want to add bones to existing models, you'll need the corresponding mdb to be skinned accordingly, otherwise it's as if the extra bones don't exist.

#11
ArtemisJ

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Yep, if you want to add bones to existing models, you'll need the corresponding mdb to be skinned accordingly, otherwise it's as if the extra bones don't exist.

Well it wouldn't matter because I would need to delete bones... Unless I deferred to the tail / wing slots.