Revenge096 Posted December 10, 2015 Share Posted December 10, 2015 Is this possible ? Because when Im using "copy branch" option, after I move something it have different name and I have to change it back manually. It wasn't a problem when I was just moving single armor parts, but now Im trying to connect armor with animated wings, which naturally have animations connected to a lot of bones and there's too many of them to change it all by myself. SeveN797 Posts: 3 Joined: Sat Jun 20, 2015 3:53 pm Link to comment Share on other sites More sharing options...
536861646f57 Posted December 11, 2015 Share Posted December 11, 2015 Is this possible ? Because when Im using "copy branch" option, after I move something it have different name and I have to change it back manually. It wasn't a problem when I was just moving single armor parts, but now Im trying to connect armor with animated wings, which naturally have animations connected to a lot of bones and there's too many of them to change it all by myself. SeveN797 Posts: 3 Joined: Sat Jun 20, 2015 3:53 pmIn what, NifSkope? Link to comment Share on other sites More sharing options...
spookymunky Posted December 19, 2015 Share Posted December 19, 2015 If you are asking about an automated way to rename bones.. hmm, you would have to figure out how to compile nifskope, but since it is open source you can see how each automated script or "spell" is made... I'm not going to lie hehe, even with the major 3d applications that have spent millions over the years on api documentation, going from realising you can automate things via scripts to having a full on toolset that will work in every occasion is a long road... if I had to use nifskope to rename skeletons hmm.. one feature of 3d apps I can think of that is a great time saver is the ability to select say they first digit of a finger and rename it, the children will get the same name with a number added hehe.. simple stuff and not all that usefull, but when you start creating your own versions of that which maybe gives the children the proper skyrim naming convention you are after... comes out to maybe 20 renames you would save just on the hands alone ? :smile: and you could make a copy of the script for every chain you want to rename.. as long as you start at the roots and work out it wouldn't matter if the script kept renaming bones it didn't need to since they will eventually get their turn. .. and then you can maybe join them together.... hehe Baby steps and all that... Link to comment Share on other sites More sharing options...
spookymunky Posted December 19, 2015 Share Posted December 19, 2015 (edited) ... Before you know it you will have a script that copies the names from the left side of a mesh and renames the ones on the right (or vice versa) whilst replacing "L" for "R"... :smile: if it is possible.. http://niftools.sourceforge.net/doc/nifskope/classSpell.html seems to be the api documentation... is a lot less commands than I expected hehe. I guess editstring type commands would be used for naming.. not sure what the equivalent of say select child node would be... it will be in there somewhere.. or one of the example spells will do it.... good luck with this :D edit: I guess even if the exact commands haven't been added to the spells api since it is open source you maybe just need to figure out how to add to their includes / something ? :wink: ... it might be worth looking into seeing if skeletons named / joined / whatever you are trying to do might work in blender ?.. it's not an app I have used much, but I would honestly be shocked if you couldn't find a multitude of renaming scripts... the tedious things are what drive most artists to searching for scripts / learning how to code if none are available :) Edited December 19, 2015 by spookymunky Link to comment Share on other sites More sharing options...
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