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Model Vertical Location Adjustment?


Athelbras

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I have .nif files for an NPC, both model and skeleton. Would like to adjust things so that the NPC has a different relative height from the ground. For example, take ED-E and lower it, or more specifically take my model and raise it so that it walks/flies higher above ground level than it does now. I have already spent many hours trying to figure things out myself - and failed miserably.

 

So I would very much appreciate someone providing explicit details for each basic step to do that in Blender (i.e. walk me through the process), or else identify the specific data structures / data fields to be altered when using NifSkope.

 

I have no prior knowledge of Blender (although I have installed it and tinkered a bit with no success). I have examined and altered various minor things via NifSkope in the past, so have (very) rudimentary knowledge of that tool.

 

Alternatively, please point me at a beginner-level tutorial that specifically teaches how to do that exact alteration.

 

Many Thanks,

 

Athelbras

Edited by Athelbras
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I can give you some pointers where you need to be looking.

 

Creatures especially the likes of ED-E have their Bip01 bone raised a fair distance above the ground, this can be adjusted in Nifskope without too much trouble. The problem comes in with all the animation files as the height of the Bip01 gets set into pretty much all the animations, not just the Bip01 but it also gets set in the Bip01 Non-Accum bone data. There would be a lot of work changing all the anim files and you would have to set it up as a new creature otherwise you would affect every other creature that uses that skeleton.

 

You could head into blender and re-skin your model so that it is set higher on the skeleton but that depends on what your model and skeleton is.

 

There are tutorials around for rigging / skinning in Blender but I use 3DS so perhaps someone else can help you with them.

 

Edit Lol, must have been having a brain fade when I asked what the model / skeleton was. Drop me a PM and I'll talk you through what you have to alter in the .kf's and skeleton.nif

Edited by mindboggles
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