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working with bones in gamebryo


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I figured out a little with rigging and animation of bones in ce. nif's support bones animation. You can animate full skeleton, you can assemble a hybrid nif, partly with bones, partly with mesh animation. This makes it possible to use inverse kinematics, which greatly expands the possibilities of animation. Rigging and skinning is done in the usual way. There are plenty of tutorials on the web on this subject. The only point for bgs,.. meshes should not be linked to each other. The entire hierarchy must be completely on the bones. Otherwise, materials start to disappear in the render when the angle of view changes.

https://youtu.be/D1A2fnT1VDE

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