nivea Posted December 4, 2010 Share Posted December 4, 2010 Alright so I am makeing some more toys for children, currently I am working on a Doll its shaped very much like the Teddybear thats already in game. I am trying to figure out how to get the doll set up so when you drop it, it acts like the teddybear and has its legs and arms move.I use blender and for the life of me I cant get it to work, does anyone know of any tuts or can point me to a solution I would be greatful. This is my first time dealing with custom ground meshes and while I know how to set them up so they dont fall through the ground, the whole limb moving thing is brand new. Thanks :) Link to comment Share on other sites More sharing options...
Interfer0 Posted December 4, 2010 Share Posted December 4, 2010 Look into Ragdoll constraints, it is what a lot of models use to get this type of limb movement. The only time I ever dealt with is is when I removed it from the teddy for a backpack. I think you will need to give your mesh bones and such, so that the game knows where everything bends, and how far it can bend. Link to comment Share on other sites More sharing options...
baduk Posted December 10, 2010 Share Posted December 10, 2010 (edited) Yay!! WOOOWOOO!!! Ok. anyway i just made a basic subsurfed pointy ear version of the tedybear. It moves just like a regular teddybear tho so this can be used for making any stuffed animal or similar doll! extract teddybear01.nif from bsa open up the ninode "bone01", a child of scene root This ninode has 5 other children, for each other bone.Delete the bhkcollisionobject for each of the ninodes save your modified nif as teddybearStripped.nif or something import the teddybearStripped in blender skeleton only.Then select the skeleton and import the geometry. You can then make a mesh and copy weights from the bear geometry or whatever. export the new stuffed animal with fallout 3 defaults except for turn off export dismember body parts turn on use bsfadenode rootshader options of shadow map empty and unknown 31Oh yeah you can turn of strippify geometries so u get trishape but i dont know if that matters. Then i opened up the original teddybear01.nif and the animal1.nif that i just exported with nifskope. remove branch on the nitrishape data and niskininstance from original teddybear01.nif copybranch on the blocs from the animal1.nifinto the data and skin instance links on the nitrishape for teddybear01.nif Saved in meshes]clutter]teddybear] for testing. heres a pic! Edited December 10, 2010 by baduk Link to comment Share on other sites More sharing options...
kibblesticks Posted January 25, 2011 Share Posted January 25, 2011 Brilliant tut, thanks dude! Link to comment Share on other sites More sharing options...
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