Mookeylama Posted March 10, 2013 Author Share Posted March 10, 2013 yeah that skeleton does have a lot of bones, but i don't think that's the problem. the weapon node can easily be renamed to sit on the bones that we want. but it's a matter of getting the toon to actually draw that particular bone in the weapon draw animation. i contacted XP32 who made that skeleton, asking if he had any input, but never heard back. but he had been away for awhile. i've made a nice lookin Orc skeleton that uses the correct axe & hammer positioning. nice huge shoulders and muscular build. i love it for my Orcs, but it still has the goofy upside down greatswords because of the new axe position. i may see about getting permission, and releasing it on Nexus. it works great for someone using a custom race or follower w/ their own skeleton. then u can control them just using hammers n axes. i use it now w/ Unique Everything. that allows u to assign skeletons per race, so now all my Orcs have correct axe positioning. so i might just release it since it would come in handy in those situations at least. and maybe someone w/ animation skill will see it Link to comment Share on other sites More sharing options...
ZorquanX Posted March 14, 2013 Share Posted March 14, 2013 So the question stay "Can we change the handlers for the animations of axes and hammers separately so we could put them on different bones?". Link to comment Share on other sites More sharing options...
Cruz011 Posted April 7, 2013 Share Posted April 7, 2013 i am sure its not possible because they bothe the 2hd axes and hammers and the 2hd swords belongs to the same bone. you have to make a seperate bone for 2hd axes and hammers rename them and make them work. but i dont know how to do that and i am sure that is a hell of work. for the turned axes i would recomend the equip animation of the bow. Link to comment Share on other sites More sharing options...
Mookeylama Posted May 21, 2013 Author Share Posted May 21, 2013 i am sure its not possible because they bothe the 2hd axes and hammers and the 2hd swords belongs to the same bone. you have to make a seperate bone for 2hd axes and hammers rename them and make them work. but i dont know how to do that and i am sure that is a hell of work. for the turned axes i would recomend the equip animation of the bow.yes they share the same bone, but it's a fairly easy matter to duplicate that bone and add another. so there's 2 bones back there. 1 for axes, 1 for hammers. then you rotate a bone so that the swords are not upside down (or easier, keep original bone as it is for swords and rotate the new bone for axes/hammers.then you'd need to rename the weaponback node on all the hammers and axes that you wanted to use that new bone. it's not that hard. i've done all this already and it works fine (tho i didn't rename the node on all axes, just a few for testing). the positioning looks good. animation is not that big a deal at this point. the vanilla anim flips the axes so quickly that u don't really notice it.no, where we're stuck at is getting the toon to draw the weapon off the added bone. the draw animation is only linked to the original bone. we need to somehow attach the new bone to the original or get the animation to recognise the new bone. Link to comment Share on other sites More sharing options...
ZorquanX Posted June 2, 2013 Share Posted June 2, 2013 I was thinking just that too, link the newly created bones to the original so they'd follow it into animations. Can't we make the new ones somehow "children" so they'd follow the movements of the original ? Link to comment Share on other sites More sharing options...
Pleebotomy Posted July 27, 2013 Share Posted July 27, 2013 arg! this exactly what i have been seerching for. it seems so close to fruition to. cannot someione pick this up and finish it?? what a HUGE boost in immersion this would add! Link to comment Share on other sites More sharing options...
ThatOldRedNeck Posted September 1, 2013 Share Posted September 1, 2013 (edited) For the love of Talos please finish this its so immersion breaking to see my damn 2H axe/hammer grip swinging in the air. I actually have to unequip my 2H hammer/axe when im not using it as to not completely start flipping out at Bethesda for such a derpy decision. is it a bird, is it a plane no its my FING weapon grip!!! P.S. I saw all the other identical posts you made on other sites that got basically no responses/TROLLS lol. Edited September 1, 2013 by ThatOldRedNeck Link to comment Share on other sites More sharing options...
Necrokat Posted October 23, 2013 Share Posted October 23, 2013 For the love of Talos please finish this its so immersion breaking to see my damn 2H axe/hammer grip swinging in the air. I actually have to unequip my 2H hammer/axe when im not using it as to not completely start flipping out at Bethesda for such a derpy decision. is it a bird, is it a plane no its my FING weapon grip!!! P.S. I saw all the other identical posts you made on other sites that got basically no responses/TROLLS lol.indeed! i can not think how this is not done yet. axes and hammers are completely OPPOSITE of how they should be. please finish this skeleton guyz! i found this photogra that led me here;http://img838.imageshack.us/img838/7025/elvenbackcopy.jpg This is how it shuld be! this thread is long and has many comments. very suprized this has not completed. maybe start thread in main mod talk. doesnt seem just a request anymore. the elf in photo so much more natural with axe that way! Link to comment Share on other sites More sharing options...
HaggizZ Posted February 23, 2014 Share Posted February 23, 2014 For the love of Talos please finish this its so immersion breaking to see my damn 2H axe/hammer grip swinging in the air. I actually have to unequip my 2H hammer/axe when im not using it as to not completely start flipping out at Bethesda for such a derpy decision. is it a bird, is it a plane no its my FING weapon grip!!! P.S. I saw all the other identical posts you made on other sites that got basically no responses/TROLLS lol. Hi there! I created a custom skeleton that fixes the two-handed axes and hammers. See here: One-handed swords are on the back and the two-handed weapons are fixed.http://img5.fotos-hochladen.net/uploads/201402230000xrmyzupdkw.jpg Link to comment Share on other sites More sharing options...
Ultimezia Posted February 25, 2014 Share Posted February 25, 2014 HaggizZ any chance you could provide a link to that mod? I am dying for something like this!Also what did you do exactly? Position the twohanded weapon slot a bit more to the side and down or what?Thank you very much in advance! Link to comment Share on other sites More sharing options...
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