magicNode

Post » Fri May 13, 2011 6:56 am

I want to add a magicNode to a creature so that it can cast spells. Is there an easy way to do this ... such that I don't need to redo all the animations.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Fri May 13, 2011 1:35 pm

I can't answer the "how" part, but as long as the cast doesn't require the extra node to do anything except follow an existing one, you won't have to change any animations. You can't insert a new bone into a IK chain without affecting animations, but that's not involved here, you just want to attach the new node rigidly to an existing one.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri May 13, 2011 6:25 am

Ok ... I tried extruding a bone from one of the original ones in blender. Although it does move with the animation ... but its rotation is messed up ... its oriented in the same way as one of the other children of the parent bone ...
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm


Return to IV - Oblivion