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Standard animation with modified skeleton


Aresnir

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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 race

4. 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 by Aresnir
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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 by Aresnir
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