joshcamas Posted March 6, 2018 Share Posted March 6, 2018 According to https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part1, body / armor meshes no longer need 2 types of meshes to blend between to create a fat/skinny body. In other words, the engine itself somehow generates a fat or skinny or muscled body automatically! On the technical side, does anyone know how this is done? I cannot find any information on the topic. Thank you so much! Josh Link to comment Share on other sites More sharing options...
Aikospacerogue Posted March 10, 2018 Share Posted March 10, 2018 (edited) Dead link btw. You using Max or Blender ? If you're using Blender you might chek this out https://www.reddit.com/r/FalloutMods/comments/5ilziv/fo4_any_easy_way_to_rig_a_custom_armor_mod/ It's not something invented 'in' the engine, the engine just reacts to the info it has ... or sometime it fails and creates hilarious looking glitches. They are morph targets, but you'll probably get much more information by googeling 'morphs and blend shapes' then I'll ever be able to write, as I'm not a technical artist, lol. I'll just call this 'my educated guess' from my own experience with morphs or blend shapes but I'm not a programer, and I'm not familiar with what happens under the hood of Creation Engine but I just expect it to be exactly the same as regular 3D apps.You weighted the armor mesh to the body, the body has the information of various morphs already so the vertex of your armor will try to stay at a consistent placement linked to the nearest body vertex. And I'll put some emphasis on 'try' because I'm quite certain there will be mistakes if you only just copy the weights, so at points you will be going in, put that body slider on whatever is messing up and fixing said vertex placement by hand. Edited March 10, 2018 by Aikospacerogue Link to comment Share on other sites More sharing options...
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