AlphaWoIF Posted January 9, 2012 Share Posted January 9, 2012 I plan to put some extra monsters in skyrim to fit my mod but one of the monster groups i have is around child size and not a full adult , so i had the idea of rigging it to a child skeleton only to find when i opend the nilf in max they have no bones like normal , so my question is where can i go from there , do they use the normal size skeleton but somehow its scaled down so they can be child size ? i really hope that is the case so i can keep this small biped monster half human size and give it AI routines with the creation kit when its out. Link to comment Share on other sites More sharing options...
RitualBlack Posted January 9, 2012 Share Posted January 9, 2012 I believe the children have those strong adult bones. They drink a lot of milk :biggrin: (I am sorry, not funny at all :tongue:). I'm just kidding, but yes I do think you are correct about the skeletons. They most likely use the adult bones with a decimal scaling factor, probably somewhere in the .50 to .75 range I would assume. At least that is how it was done in Oblivion. Link to comment Share on other sites More sharing options...
PR4Y Posted January 9, 2012 Share Posted January 9, 2012 just use the console command "setscale"... make the mob in whatever size you want, then adjust it from there.... problem solved. Link to comment Share on other sites More sharing options...
RitualBlack Posted January 9, 2012 Share Posted January 9, 2012 I think he is talking about an upcoming mod though. He would have to set the parameters outside of the game so that everyone who wants the mod wouldn't have to change the scale them self on every enemy. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted January 9, 2012 Author Share Posted January 9, 2012 thanks guys. but while i have your interest there is one other question i have about bones as im still a gamebryo noob!when im importing some nilfs to max i normally import the bones too for rigging and testing purposes but i have also come across nilfs that have no bones just envelope info under skin, if that is the case how were they even rigged as i dont really understand how a mesh can hold vertex weight info if it has no bones directly attached to the mesh?? im a little confused about these models ,i also wonders if it was possible to do minor adustments on the mesh and export without issue as editing a mesh thats rigged is a big NO NO in my xp Link to comment Share on other sites More sharing options...
Ghogiel Posted January 10, 2012 Share Posted January 10, 2012 (edited) I don't really understand the question. bones in nifs are just the most generic/basic of nif blocks> NiNodes Separate skeleton nifs are only really used for actors, which have complex animation state machines. the bones or ninodes you find linked in the skin instances in characters aren't the actual bones, well they are actual bones but not THE bones.. as bones are just NiNodes after all. it's just they are not used as joint pivots at all, their translation is irrelevant, they only act as string name/links to store vertex weights in the skin. When you find other nifs, ie not actors, that are skinned, It's the same thing, either it's some ragdoll prop object or it's got some anim controllers in there. If you look at the nif you will usually see some sort of bone chain hierarchy. bone1, bone2 ect Edited January 10, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
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