Adding new bones to the Skeleton Nif?

Post » Mon Mar 14, 2011 8:37 pm

Quick question - Im currently trying a huge animation, and there just isnt enough unconnected bones for what I have in mind.....Im using the maxium compatabilty skeleton by er, Corneas? er....Anyway I was wandering, if I was to copy the magicNode bone and duplicate it with a new name, and then save the skeleton, would all the animations I make using the extra bone all work if I replaced the skeletons in the _male folder with my new one? If I did replace the skeleton with an added bone, would it be likly to cause anyone any problems or conflict with any mods out there, if my skeleton was packaged with my mod? (Technically the maximum compatibility skeleton is a merge of 4 skeletons so it shouldnt should it?)

If this is unadvisable I figured a work around would be to use a seperate object with a skeleton assigned and use thoose bones, to interact with the ones playing on the NPC. However I have no idea how you would "Match up" two animations at once, how doable it is or stable.... any suggestions?
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Lou
 
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Post » Mon Mar 14, 2011 2:58 pm

okay, yes it is fine to add bones to the skeleton, all the animations will just ignore your bones and just move the normal bones.

But if you then go and replace the skeleton in the _male folder.....yes you will get incompatibilites. You straight away rule out the user having stuff like wings mods and whatnot for starters.

Im not sure if you can have two animations running at once, I think you might be able to, but you'll have to test it.


Im not quite understanding what you are trying to do......why cant you attach it to a regular bone (like the weapon or magic bone) and just animate that bone to move around?
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Curveballs On Phoenix
 
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