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Re: Issue #3185 - finding a suitable NPC model

Posted: 21 Feb 2016, 20:19
by johndh
I tried changing the names already, to no avail. I can get the mesh to load, but it only appears in first person, and isn't where it should be, regardless of any changes I make to position, rotation, or scale. I'll try making a separate anim_base.1st.nif file and see if that does anything.

Do you have a Blend file for Moonboy? That would help tremendously.

Re: Issue #3185 - finding a suitable NPC model

Posted: 21 Feb 2016, 20:26
by DestinedToDie
Unfortunately the blend file is lost. But hey, I figured this stuff out all by myself, so the good news is that it isn´t unsolvable.

Re: Issue #3185 - finding a suitable NPC model

Posted: 21 Feb 2016, 20:29
by johndh
Roger that. Soldiering on.

Re: Issue #3185 - finding a suitable NPC model

Posted: 23 Feb 2016, 03:16
by johndh
With a lot of help from DestinedToDie, I managed to get it so there's a working model that doesn't depend on Bethesda's rig, using Moonboy as a basis. I imported Moonboy's NIFs into Blender and they re-export fairly well, and I was able to replace Moonboy's extant body parts with parts of my own. For some reason, the non-Moonboy body parts don't animate (which is weird because they work just fine with the vanilla rig), so that's next on the to-do list. I also need to adjust proportions a bit.

Re: Issue #3185 - finding a suitable NPC model

Posted: 23 Feb 2016, 07:51
by DestinedToDie
What does the command prompt say when you try to move? Maybe it doesn´t animate because nothing is rigged.

That being said, we really should forget about using Moonboy. The skeleton is too primitive, the animations were done with a blockman and I´ve no idea how horrible they look on a smooth human body.

Re: Issue #3185 - finding a suitable NPC model

Posted: 23 Feb 2016, 08:00
by johndh
DestinedToDie wrote:What does the command prompt say when you try to move? Maybe it doesn´t animate because nothing is rigged.

That being said, we really should forget about using Moonboy. The skeleton is too primitive, the animations were done with a blockman and I´ve no idea how horrible they look on a smooth human body.
I'm working on a solution right now. Right now I just need it to work. It can look pretty later. :)

Re: Issue #3185 - finding a suitable NPC model

Posted: 23 Feb 2016, 09:20
by johndh
It's alive! She still needs some tweaks to get the proportions right, but animations are working with custom body parts!

Re: Issue #3185 - finding a suitable NPC model

Posted: 27 Feb 2016, 06:11
by johndh
The bones have now been proportioned and positioned properly, and attachment points for clavicles, weapon, hair, and shield have been added. I'm also learning a lot about the logic behind certain things, like why all of the *_skins.nif files include the hands and torsos. After reverse engineering all of this, I'm bound to be one of the foremost experts in the subject. :lol:

I want to see if it'll support IK solvers, and open-close bones for the hands, but those will probably have to wait as I hope to be busy with other things for a few days. I expect that animations will have to be redone basically from scratch.

P.S. I'd like to apologize if I've been a pain in the ass to anyone during this process.

Re: Issue #3185 - finding a suitable NPC model

Posted: 28 Feb 2016, 07:23
by hircine
Thanks for your hardwork johndh,

looks like everything is coming together.

Keep it up!

Re: Issue #3185 - finding a suitable NPC model

Posted: 05 May 2016, 22:07
by GreyFox
Any news on this ?