Devaxus Posted October 27, 2018 Author Share Posted October 27, 2018 That's indeed the pose missmatch I'm talking about, start by scaling your model so it's the same height, then animate it rotating bones as needed. Go through the bones following hierarchy, from shoulder to fingers not the other way around. Same for legs. You can import the skyrim body model as well that should animate with the bones, probably easier to see what you are doing with the model than just the skeleton. How's this? Link to comment Share on other sites More sharing options...
FrankFamily Posted October 27, 2018 Share Posted October 27, 2018 Scale seems about right, so you just have to pose the arms and legs properly. Link to comment Share on other sites More sharing options...
Devaxus Posted October 27, 2018 Author Share Posted October 27, 2018 Scale seems about right, so you just have to pose the arms and legs properly.Not sure how well imma be able to do this but...here goes Link to comment Share on other sites More sharing options...
Devaxus Posted October 27, 2018 Author Share Posted October 27, 2018 u Scale seems about right, so you just have to pose the arms and legs properly.mmm is there a way to attach the skeleton to the model so I can just freely move it that way? Link to comment Share on other sites More sharing options...
Devaxus Posted October 28, 2018 Author Share Posted October 28, 2018 u Scale seems about right, so you just have to pose the arms and legs properly.mmm is there a way to attach the skeleton to the model so I can just freely move it that way? I wonder if this would be easier for me to follow for the whole rigging process? https://beyondskyrim.org/rigging-3ds-max/ Link to comment Share on other sites More sharing options...
FrankFamily Posted October 28, 2018 Share Posted October 28, 2018 (edited) You do have to rig it of course, you could say that's the way to "attach" the skeleton to the model in that the model will follow the skeleton's moves according to the vertex weights. That's what I refered to at the beginning of this thread, that it was probably the most substantial hurdle in implementing armors. Rigging I believe is covered also in the tutorial channel I linked before, weight painting, skinning, rigging, it's all the same thing.The thing is that to rig it properly and one could say efficiently you need the pose to match because when you "copy" the weights from the vanilla body or an armor set (skin wrap modifier) to have a starting point that you later improve in the skin modifier. That copy is based on vertex proximity so the model you are copying from and the model you are copying to have be in the same pose or relatively close.For example, if you skin wrap your model and vanilla body as you have it in the screenshot above the weights of the fingers are going to very bad because it's nowhere near the body's fingers. Now, there are multiple ways to "re-pose" the model, you could do it by hand moving the vertices around for example, with soft selection and it would work. Fingers could be quite tedious. I don't particulary like that method. What I did once that I was in similar situation that you are in was make that animation of the skeleton from skyrim's pose to my model's pose. Rig it in my model pose and animate it back to skyrim's (the model following the skeleton now that it's rigged/skinned). Edited October 28, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
Devaxus Posted October 28, 2018 Author Share Posted October 28, 2018 You do have to rig it of course, you could say that's the way to "attach" the skeleton to the model in that the model will follow the skeleton's moves according to the vertex weights. That's what I refered to at the beginning of this thread, that it was probably the most substantial hurdle in implementing armors. Rigging I believe is covered also in the tutorial channel I linked before, weight painting, skinning, rigging, it's all the same thing.The thing is that to rig it properly and one could say efficiently you need the pose to match because when you "copy" the weights from the vanilla body or an armor set (skin wrap modifier) to have a starting point that you later improve in the skin modifier. That copy is based on vertex proximity so the model you are copying from and the model you are copying to have be in the same pose or relatively close.For example, if you skin wrap your model and vanilla body as you have it in the screenshot above the weights of the fingers are going to very bad because it's nowhere near the body's fingers. Now, there are multiple ways to "re-pose" the model, you could do it by hand moving the vertices around for example, with soft selection and it would work. Fingers could be quite tedious. I don't particulary like that method. What I did once that I was in similar situation that you are in was make that animation of the skeleton from skyrim's pose to my model's pose. Rig it in my model pose and animate it back to skyrim's (the model following the skeleton now that it's rigged/skinned). Ive gotten it as close to lined up as I can without pissing myself off lol. Link to comment Share on other sites More sharing options...
Devaxus Posted October 29, 2018 Author Share Posted October 29, 2018 You do have to rig it of course, you could say that's the way to "attach" the skeleton to the model in that the model will follow the skeleton's moves according to the vertex weights. That's what I refered to at the beginning of this thread, that it was probably the most substantial hurdle in implementing armors. Rigging I believe is covered also in the tutorial channel I linked before, weight painting, skinning, rigging, it's all the same thing.The thing is that to rig it properly and one could say efficiently you need the pose to match because when you "copy" the weights from the vanilla body or an armor set (skin wrap modifier) to have a starting point that you later improve in the skin modifier. That copy is based on vertex proximity so the model you are copying from and the model you are copying to have be in the same pose or relatively close.For example, if you skin wrap your model and vanilla body as you have it in the screenshot above the weights of the fingers are going to very bad because it's nowhere near the body's fingers. Now, there are multiple ways to "re-pose" the model, you could do it by hand moving the vertices around for example, with soft selection and it would work. Fingers could be quite tedious. I don't particulary like that method. What I did once that I was in similar situation that you are in was make that animation of the skeleton from skyrim's pose to my model's pose. Rig it in my model pose and animate it back to skyrim's (the model following the skeleton now that it's rigged/skinned). what Do I do if the bones are too short? Link to comment Share on other sites More sharing options...
FrankFamily Posted October 29, 2018 Share Posted October 29, 2018 (edited) You should be able to move the bones stretching them a bit, push the hand bone a bit more into the hand and then get the finger bones as close as possible. Note the finger bones don't reach all the way to the tip of the fingers, they end at the last joint controlling the last phalanx, so they might not be as short as they seem. Edited October 29, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
Devaxus Posted October 29, 2018 Author Share Posted October 29, 2018 You should be able to move the bones stretching them a bit, push the hand bone a bit more into the hand and then get the finger bones as close as possible. Note the finger bones don't reach all the way to the tip of the fingers, they end at the last joint controlling the last phalanx, so they might not be as short as they seem. in my previous screen...i realized after I took it, I had been using the female skeleton instead of the male one lol Link to comment Share on other sites More sharing options...
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