Baelkin Posted June 23, 2009 Share Posted June 23, 2009 This is probably a really newbish rigging question, but I'll ask it anyway. When you prepare your rig, are you allowed to resize and turn the bones of the imported Fallout 3 skeleton prior to linking it from the mesh skin modifier? Link to comment Share on other sites More sharing options...
jaysus Posted June 23, 2009 Author Share Posted June 23, 2009 if you do, your mesh will get distorted as the skeleton resets everytime an animation gets started, if you want to change the skeleton you need to change all of these animations Link to comment Share on other sites More sharing options...
Baelkin Posted June 23, 2009 Share Posted June 23, 2009 if you do, your mesh will get distorted as the skeleton resets everytime an animation gets started, if you want to change the skeleton you need to change all of these animations I see, Thanks for clearing that up. Guess I'll just resort to half assed deformation when I can't adjust the skeleton and the skin deforms "wonkily" (Not sure that is a word). Link to comment Share on other sites More sharing options...
throttlekitty Posted June 24, 2009 Share Posted June 24, 2009 If you're just wanting to preview or check your skinning work, you can pose and animate to your hearts content; just be sure to reset the skeleton back to the bind pose before export. Link to comment Share on other sites More sharing options...
Baelkin Posted June 24, 2009 Share Posted June 24, 2009 Thanks, think I'm getting the hang of it now - don't touch the skeleton and make sure it's in the default position when exporting or the game will make you sorry you did. Seems like the entire process is as fragile as a glass house - just a shame my modding process and skill is much akin that of a bumbling elephant. ;D Link to comment Share on other sites More sharing options...
Skree000 Posted June 24, 2009 Share Posted June 24, 2009 just remember, you arent limited to just the human skeleton, maybe one of the creature skeletons might suit your needs better if you require something different. Link to comment Share on other sites More sharing options...
Baelkin Posted June 25, 2009 Share Posted June 25, 2009 just remember, you arent limited to just the human skeleton, maybe one of the creature skeletons might suit your needs better if you require something different. Myeah, well at least for now I just need the human skeleton. Maybe if I get around to making some more outragous armour it might be useful to use a creature skeleton instead of the standard human one - could be kinda' awesome with an armour designed to be rigged to the giant scorpion or feral ghoul skeleton. Maybe some sort of melee suit... hmm... :D Link to comment Share on other sites More sharing options...
throttlekitty Posted June 25, 2009 Share Posted June 25, 2009 Thanks, think I'm getting the hang of it now - don't touch the skeleton and make sure it's in the default position when exporting or the game will make you sorry you did. Seems like the entire process is as fragile as a glass house - just a shame my modding process and skill is much akin that of a bumbling elephant. ;DI think every app has a method for resetting the skeleton, so it's not much to worry about.(actually, I don't think that reposing the skeleton would harm anything, other games using the .nif format have their characters/outfits in full on poses rather than the usual T or A frame that we're used to seeing.) Link to comment Share on other sites More sharing options...
Skree000 Posted June 25, 2009 Share Posted June 25, 2009 yup, when you copy over the skin data, you are only copying the weight info for each vertex, not the bones. the skeleton is not part of the armor, its just a reference for how the mesh is skinned. When i skin my models i contort the skeleton into the most extreme positions setting keys at various places in the timeline so i can scroll thru as i skin (standard OP), but when you go to export, none of it matters, only the vertex table (your mesh) and its skin modifier Link to comment Share on other sites More sharing options...
Baelkin Posted June 25, 2009 Share Posted June 25, 2009 yup, when you copy over the skin data, you are only copying the weight info for each vertex, not the bones. the skeleton is not part of the armor, its just a reference for how the mesh is skinned. When i skin my models i contort the skeleton into the most extreme positions setting keys at various places in the timeline so i can scroll thru as i skin (standard OP), but when you go to export, none of it matters, only the vertex table (your mesh) and its skin modifier I see. So you can safely import some of the Fallout game animations to check out how your rig holds up and still be able to export the model without problems? Link to comment Share on other sites More sharing options...
Recommended Posts