PacificMorrowind Posted June 25, 2009 Share Posted June 25, 2009 Well I was just experimenting and yes tail root is the correct thing however it can't go too high or the tail gets a horrific kink in it; probably the tail is partially parented to the pelvis bone.Here's what I found to be the best point for hight and non-kinked tail. Could you give it a look with hgec to be able to see more accurately? (attached the nif)thanksPacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 25, 2009 Author Share Posted June 25, 2009 That does look a bit better, yes. And yuh, Bip01 Tail01 does seem to be partially attached to the pelvis, because if you alter the TailRoot, every other piece of tail alter's with it, it's just Tail01 that remains stuck in it's position, and unfortunately altering the pelvis would have bad side-effects. Thank you for your help, PacificMorrowind. :) Hopefully with enough tinkering, something can be found to shift the Tail01 to make it look completely natural. This will do for now though! Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 25, 2009 Share Posted June 25, 2009 glad to hear it, I tried to get it to the point where the kink wasn't too noticeable. I'm going to do a couple other checks on maneuvering tail01 later too.Pacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 25, 2009 Author Share Posted June 25, 2009 Interestingly enough, while messing around, I noticed Bip01 Tail01 was sharing the same collision data with the NonAccum. That could be why it wont move. A check shows that each Odd numbered tail bone shares a collision with the odd number above it. (07's collision contains itself and 05's collision. 05's collision contains itself and 03's collision. 03's collision contains itself and 01's collision and 01's collision contains itself and NonAccum's collision, since there is no collision for Pelvis or TailRoot). Tail01 is also the only one with numbers in the Vector3 Y and Z spot and Matrix33's Y and P portion. Tail02-Tail08 only contain numbers in the Vector3 X spot and the Matrix33 R spot. Of course, none of this could mean anything, but in my quest to find out why it wont moved, these are the differences I noticed. x_x Man, complicated. Hurts my brain, LOL. Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 25, 2009 Share Posted June 25, 2009 Of course, none of this could mean anything, but in my quest to find out why it wont moved, these are the differences I noticed. x_x Man, complicated. Hurts my brain, LOL.I understand most nifs very well but skeletons are worse than shakespear era english for hurting brains.Just a suggestion but any change you do make BIG (like 10 or more) - I know that is way too much but then you can see if it is moving since it is possible some constraint or another is making it only move a fraction of what we think it should so that at least is very noticeable shift and can help with finding directions/is it moving?.Pacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 25, 2009 Author Share Posted June 25, 2009 Of course, none of this could mean anything, but in my quest to find out why it wont moved, these are the differences I noticed. x_x Man, complicated. Hurts my brain, LOL.I understand most nifs very well but skeletons are worse than shakespear era english for hurting brains.Just a suggestion but any change you do make BIG (like 10 or more) - I know that is way too much but then you can see if it is moving since it is possible some constraint or another is making it only move a fraction of what we think it should so that at least is very noticeable shift and can help with finding directions/is it moving?.Pacific Morrowind Amen to that.Yuh, that's what I was doing. That's how I found out the Z axis was moving it left to right and not up to down because of it's rotation. (hello off the hip tail!) The Oblivion skeleton is rather bizarre in it's construct, if you ask me. It's bindings seem to be all weird. WHY the tail01 wouldn't be shiftable (as it does seem to be bound to the NonAccum and not TailRoot, oddly), is beyond me. Maybe we could try to get ahold of the person who made the altered skeleton (the one with wings) and see if they can do something with the tail. This is gonna bug me until I figure it out, LOL. -editedit-Unfortunately, since it looks like the Tail01 bone is bound to Pelvis or NonAccum, it doesn't look like an altered skeletonbeast can come about. However, I did the next best thing and altered the Khajiit tails and Demon Tail (done by Spike4072) to more correctly fit onto the HGEC lower half body. While I'll admit it's not the most awesome thing in the world, the positioning now looks correct. If anyone's interested in these altered files, please give me a contact, I don't mind sharing (though you'll have to ask Spike4072 for permission for the demon tail). The Argonian tails were, unfortunately, giving me problems so I ignored them. Before:http://astralromance.com/polygonbutt.jpg After:http://astralromance.com/polygonbutt2.jpg The Khajiit tails are similiar. Link to comment Share on other sites More sharing options...
Recommended Posts