rjhelms84 Posted July 3, 2011 Share Posted July 3, 2011 Hi, I'm really stuck trying to build the custom skeleton and get it rigged an weighted properly for a custom creature, for my Boulder Dome mod. Is there anyone out there who can help me? Please send me a private message, as I don't want to reveal what the creature is here. Link to comment Share on other sites More sharing options...
rausheim Posted July 3, 2011 Share Posted July 3, 2011 (edited) Not to make you loose your hope, but there is only one person that has ever acheived in making a custom skeleton and anims etc from scratch, and he ain't around anymore in the modding community here. The best (and easiest way) is to use one of the already in game skeletons and just rig the model to that. Edit: If you want, I could take a look at this model of yours and I MIGHT get it to work for ya, unless it has like 15 legs or something requiring a really weird skeleton ^^ Edited July 3, 2011 by rausheim Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 4, 2011 Author Share Posted July 4, 2011 well, it has one head, two arms and two legs, but it's permanently sat in a chair, so I guess that makes it unusual. What do you think? Link to comment Share on other sites More sharing options...
rausheim Posted July 4, 2011 Share Posted July 4, 2011 I guess the RoboBrain could be used for this. Just copy the entire RoboBrain folder and remove any anims regarding walking/turning around. Btw, is this thing going to use melee or ranged? Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 4, 2011 Author Share Posted July 4, 2011 So would I just import the robobrain and do a bone weight copy, then parent my mesh to the robobrains? I've had problems with this, where there are vertices not rigged or something, and the nif won't export. Link to comment Share on other sites More sharing options...
rausheim Posted July 4, 2011 Share Posted July 4, 2011 You import the whole Robobrain mesh, remove all Robobrain parts, add your model, (if you have to) scale the model, skin the parts for rigging, rig the parts to the bones. No bone weighting here as this will f*** up lot's of stuff. I would suggest (for this model of yours) using all of the arm bones, all of the spine bones and all of the head/neck bones. If u could send me a link of a pic of this model, it would be easier to know what should be done :-) Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 4, 2011 Author Share Posted July 4, 2011 I'm not sure what you mean by "skinning". When you say "rig the parts to the bone" do you mean weight paint, 'cause I'm having trouble with that too (though it was after attempting to create a custom skeleton, based of an oblivion tutorial. Maybe I'm too inexperienced with rigging, etc? I have sent the mesh to someone I think can do it for me, but I would like to learn to do this myself for future creatures. Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 4, 2011 Author Share Posted July 4, 2011 I've PM'd you the image, as I want it to be a secret what it is, as a surprise for Boulder Dome. He doesn't actually need to attack, since he's hooked up to a super-computer. I just need a breathing animation really. He talks through the computer, so he doesn't even need lip animation. Link to comment Share on other sites More sharing options...
rjhelms84 Posted July 4, 2011 Author Share Posted July 4, 2011 (edited) [deleted] Edited July 4, 2011 by rjhelms84 Link to comment Share on other sites More sharing options...
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