I want to modify the Standard creatures such as Dogs and Horses and so on with additional Bones for Extra Extremities.
The Problem ist that the .kf Animations are only saved with the Standard amount of Bones in the Herarchie.
I work with 3dmax.
If i add additional Bones into the Mesh and import an Animation to test the Weights the Hindleg of the Dog is ripped appard a little and rotatet in the 3dview.
The Animation is running normaly.
Have i to do all Animations again with my amount of Bones ?
Ive allready modiefied the Skeleton.nif File with the Additional Bones but it doesnt work.
I think the Saved Boneinfo in the .kf Files doesnt like it if additional Bones are set.
1. How do i solve the Problem with the Torm Hindleg ?
2. If i had to make own animations for the New Bones is the a possibility to make an NPC Creature with 2 Nif Models and switch between them ? I mean if the new animations are started that i disable the first Model and Enable the second model with the new animations.
3. I work with 3dmax and use the Nifla importer/exporter. Is there a better possibility to make animations and export them to a .kf file ? 3dmax is a kind of unstable and i am not familiar with this programm.
What is this about the Nifscope ? is it only an watcher that you can test the model and Animations or can you edit something with it ?
Please help someone.