OpenMW character bones limitations?

Questions specific to OpenMW-CS can be asked, and content development related topics can be discussed here
Post Reply
TheOneWhoWatches
Posts: 48
Joined: 08 Apr 2014, 07:06
Location: Russia/Siberia

OpenMW character bones limitations?

Post by TheOneWhoWatches » 29 Nov 2016, 07:38

Hello!
What limitations on character skeleton exist at this moment?
Only bones with certain names can be used?
Which ones?
Is it possible to add more?
Where I can find more information on this matter?
I'm asking because I tried something and failed at some point.

User avatar
johndh
Posts: 124
Joined: 25 Jan 2015, 18:20

Re: OpenMW character bones limitations?

Post by johndh » 29 Nov 2016, 22:43

So far as I can tell, the bones have to be named exactly as they are in the original character rig, and have a placeholder mesh assigned to them that gets replaced by a body part assigned to it in OMW-CS based on what race the character is and what equipment is being worn. Based on DestinedToDie's work, I made an example rig here that you can build off of, as it took me many hours and a great deal of profanity to get it right. ;)

https://bugs.openmw.org/issues/3186
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

User avatar
DestinedToDie
Posts: 1129
Joined: 29 Jun 2015, 09:08

Re: OpenMW character bones limitations?

Post by DestinedToDie » 30 Nov 2016, 05:34

You can make new bones, name bones differently, etc. However there are a few things that need to remain the same.

1st person hands must be children (grandchildren) of bip 01 neck.

The head box is used as 1st person mode camera. So moving it around may produce another perspective. Or not having the head box at all places you at the edge of the world in 1st person, I think.

Either the skeleton or the first bone of the skeleton must be named bip01.

User avatar
johndh
Posts: 124
Joined: 25 Jan 2015, 18:20

Re: OpenMW character bones limitations?

Post by johndh » 30 Nov 2016, 19:05

DestinedToDie wrote:You can make new bones, name bones differently, etc.
Do we have support for different body parts than the default?
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

User avatar
DestinedToDie
Posts: 1129
Joined: 29 Jun 2015, 09:08

Re: OpenMW character bones limitations?

Post by DestinedToDie » 30 Nov 2016, 19:09

The bodypart slots are limited to what you see in OpenMW-CS. However nothing really stops you from ignoring slotting.

TheOneWhoWatches
Posts: 48
Joined: 08 Apr 2014, 07:06
Location: Russia/Siberia

Re: OpenMW character bones limitations?

Post by TheOneWhoWatches » 01 Dec 2016, 07:35

Thank you for answers!

The part "Either the skeleton or the first bone of the skeleton must be named bip01." is what I wanted to clarify the most. =)
If it's possible to use any number of bones, then that's nice. =)

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests