Can't seem to figure out why my model wont animate. I did it before but I have no idea why it's not working now.
Basically I altered the "Bone Skeleton" mesh to fit within the human body (it's much bigger than the human body) then I rigged it to use the human skeleton. So instead of the bone skeleton using Draugr animations, it uses human animations. Then I separated the skeleton into 4 parts: Hands, Feed, Torso, Head. This is pretty crucial for what my mod wants to do.
So right now, that's "working". But my next goal was to add Orc, Elf, Argonian, and Khajiit variations for the head, from Prometheus' great mod resource, and to add on tails as an addon as well. I figured this would be rather simple, but no matter how many times I export the heads/tails they never animate properly. They stay static and float in the editor. It's very frustrating. It's been a while since I modded so I"m not sure if i'm just doing things wrong or I'm forgetting a crucial step...s I just wanted someone to look at my mod and help me out, and maybe figure out what I'm doing wrong. It feels like one skeleton is overwriting another...but I'm importing it into 3dsmax without skeletons, and then exporting it with the right ones (I think?). But i dont know, maybe someone can help me figure it out.
File here: https://www.dropbox.com/s/dwwnqjg9pnyz6rd/Human%20Skeleton.rar
Skeletonbody, skeletonfeet, skeletonhands, skeletonhands_2, and skeletonhead are the working versions that animate properly.
Skeletontail_khajiit, Skeletontail_arg, skeletonhead_orc, skeletonhead_arg, skeletonhead_khajiit, skeletonhead_elf, all dont work or only work partially. Please help me?
I ideally want the head and jaw to be rigged to the headbone and move with the head. Jawbone is unnecessary for what I'm doing.
Any help would be extremely appreciated.