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.
OpenMW character bones limitations?
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- Posts: 57
- Joined: 08 Apr 2014, 07:06
- Location: Russia/Siberia
Re: OpenMW character bones limitations?
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
https://bugs.openmw.org/issues/3186
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: OpenMW character bones limitations?
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.
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.
Re: OpenMW character bones limitations?
Do we have support for different body parts than the default?DestinedToDie wrote:You can make new bones, name bones differently, etc.
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: OpenMW character bones limitations?
The bodypart slots are limited to what you see in OpenMW-CS. However nothing really stops you from ignoring slotting.
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- Posts: 57
- Joined: 08 Apr 2014, 07:06
- Location: Russia/Siberia
Re: OpenMW character bones limitations?
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. =)
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. =)