South8028 Posted July 25, 2023 Share Posted July 25, 2023 I have rigs in 3ds format for 3ds 2013. I'm trying to put together complex scenes with 2 or more characters. To do this, I'm trying to isolate rigs into containers and add new rigs to the scene via fbx import/export. But no matter what I do, I can't import the 2nd rig with controls. The bones are preserved, but the control knobs of the 2nd rig are lost somewhere along the way. Is there a general theory for putting together complex scenes with multiple characters? How to do it gracefully? Link to comment Share on other sites More sharing options...
South8028 Posted July 25, 2023 Author Share Posted July 25, 2023 (edited) In general, I figured it out ... Maybe someone will come in handy. It is done elementarily. All items are selected. The entire rig is cloned, except for frozen meshes. Cloning automatically adds a prefix to everything. The new copied rig is set to coordinates 0.0.0. Next.. nif's: body, arms, head are imported directly from the game from the folder with the actor. Meshes are already skinned and are automatically connected to the selected rig. The only point ... To avoid confusion, it is better to place absolutely everything (not just bones) in a container in advance. You will get 2 containers with all child objects and skin.Thus, anything can be connected to the rig (or copy rig). By copying the bones to os, or simply painting the desired bone with red (for example, to connect an AnimObj called by an annotation, or equipped as clothes, for animation). It is enough to simply import nif in the scene with rig, and an object that has a similar bone will automatically be connected and ready for animation. Edited August 3, 2023 by South8028 Link to comment Share on other sites More sharing options...
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