Aresnir Posted September 5, 2012 Share Posted September 5, 2012 (edited) Hello! I'm creating a new race for my global mod. I had done my new custom skeleton by moving bones of standard male skeleton (i need longer arms, wider hips, and longer calfs and other), made all models and textures for race. I would want to use existing standard animations on my race. For that, I edited skeleton.hkx "Reference pose" bones positions (copied from positions of new race's skeleton.nif), and copied extracted behaviors, animations and defaultmale.hkx to new race folder. Also i created new race with CK and assigned new skeleton.nif and defaultmale.hkx The sequence of my actions 1. Import skelelon.nif in 3d max and modifing positions of bones. Skinning model to this new skeleton.2. Export skinned models, and new skeleton seperated.3. Copying standard skeleton.nif and modifing it in NifScope to get new fully functional skeleton of my new race4. Creating new race with new skin and head parts in Creation Kit.5. Extracting skeleton.hkx, converting it to xml format via ConvertUi (same as hkxcmd)6. Editing skeleton.hkx(xml) in notepad++ to have same bone positions in Reference pose as in my new skeleton. Converting file back to true .hkx.7. Copying folders "/behavior", "/animations", and files "defaultmale.hkx", "/characters/defaultmale.hkx" to folder "actors/newrace".8. Assaigned new location of defaultmale.hkx in Race Preferences... As result i getting my race ingame only in T pose, without any animation at all! Or (with standard defaultmale.hkx) animations switches to standard skeleton.What i'm doing wrong? How to get my race working? Is that possible at all? Help to figure it out. There is my race model with standard human skeleton: http://s49.radikal.ru/i125/1208/78/b7e173ca12d2.jpg If i manage to solve with this problem, i probably upload my Race as plugin on Nexus site! Edited October 7, 2012 by Aresnir Link to comment Share on other sites More sharing options...
fore Posted September 6, 2012 Share Posted September 6, 2012 I don't know if it would be enough. But at least you have to add your new race in the Gameplay -> Animations window. And I heard that this is pretty tedious do (1 by one). Link to comment Share on other sites More sharing options...
Aresnir Posted September 6, 2012 Author Share Posted September 6, 2012 Thanks for advice! I already try to add animations in that window. But in game my race uses default skeleton's animations again. Link to comment Share on other sites More sharing options...
Aresnir Posted October 7, 2012 Author Share Posted October 7, 2012 Added screenshot of my model with standard skeleton. (yes, it for Bionicle mod, I making). Can anyone help me get this model animated in game? Link to comment Share on other sites More sharing options...
Aresnir Posted October 25, 2012 Author Share Posted October 25, 2012 (edited) Can anyone help me? Edit: Seems I found a solution! Scaling bones instead of moving its positions does affect the animations in-game! I just tested it on standard skeleton (scaled one bone) and it works fine: one arm really became larger. Now I will use this method on all bones to fit my race model. Hope it will work. Edited October 25, 2012 by Aresnir Link to comment Share on other sites More sharing options...
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