South8028 Posted June 9, 2022 Share Posted June 9, 2022 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 Link to comment Share on other sites More sharing options...
pepperman35 Posted June 10, 2022 Share Posted June 10, 2022 Now that is impressive Link to comment Share on other sites More sharing options...
niston Posted June 11, 2022 Share Posted June 11, 2022 Indeed! Link to comment Share on other sites More sharing options...
ChuckYufarley Posted June 13, 2022 Share Posted June 13, 2022 Amazing stuff, as always. Link to comment Share on other sites More sharing options...
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