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| Tweet Topic Started: Feb 27 2010, 01:26 PM (873 Views) | |
| yoyoman | Feb 27 2010, 01:26 PM Post #1 |
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Well, i was wondering why this comes up. it has been in more than one of my meshes now, and i hate it. Its a wee error, when i export the nif.![]() thnks for help ppl. |
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| Kon'Gaar | Feb 28 2010, 09:03 PM Post #2 |
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Select your armature and change its type from envelope to. Vertex groups in the edit options. Then rig your animal if you havent already. This means either you messed with an existing armatures options, or youre trying to make a new one, which will not work |
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| yoyoman | Mar 1 2010, 06:44 PM Post #3 |
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So... if rigging dosent involve making new armatures, what do you do XD i thought you added an armature, and made the skeleton out of that.... |
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| Kon'Gaar | Mar 2 2010, 09:30 AM Post #4 |
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Lol. Well, in general yes that is what you do. But in zoo tycoon design, you need to import an armature from an already existing animal by importing the nif, then rig the animal to that. Have fun, i suggest you use vertex groups, instead of painting if you know how. Much easier. In general game design and animation you did do the correct thing, just to let you know. But modding cant be that simple can it? |
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| yoyoman | Mar 2 2010, 05:50 PM Post #5 |
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lol XD I better go try that, i dont like ZT2 armaturs, they cover hald the screen XD Also, after importing the nif, there is the bones, the model, and these black wire models inside, they for anything? |
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| Kon'Gaar | Mar 2 2010, 09:11 PM Post #6 |
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Those are the level of detail models, or LODs, you can delete those, and the original mesh. You just need its armature. When rigging if you are using 2.49, then delete half your new model, add a mirror modifier, and rig half of the model, then apply the mirror, and it will rig the rest for you. a mirror does exactly what it sounds like |
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| yoyoman | Mar 3 2010, 04:55 PM Post #7 |
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yeah, i usually do that XD, so if ive already meshed an animal, i import another one of the base animal, delete it, and keep its armatures? ill go try that.... i thought i could only keep one nif at a time, also , i delete half the bones right? |
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| Kon'Gaar | Mar 3 2010, 06:24 PM Post #8 |
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Definitely DONT do that lol. All bones need to be left as they were on import. |
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| yoyoman | Mar 3 2010, 09:04 PM Post #9 |
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So... all i do is move the bones? This is confusing, on import, the bones are huge, ad half of them stick out the body, and get it the way while trying to posistion them... |
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| Kon'Gaar | Mar 3 2010, 09:17 PM Post #10 |
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Once again, DO NOT edit the bones at all. It will corrupt the file. Alk you need to do is select the mesh object, then the bone object, and hit ctrl + p and parent to the armature, then rig different parts of the armature to different parts of the animal. If you animal does not fit the bones, enter edit mode on the mesh, amd scale it. |
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| yoyoman | Mar 4 2010, 05:02 PM Post #11 |
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I think ive moved some bones :S EG the gazelle tail into a smaller more petite fit. I will send you pics though. Thanks! |
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| Kon'Gaar | Mar 4 2010, 09:29 PM Post #12 |
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You fail to understand me... yiu can move bones yyeah, but the animal WILL NOT work. At all. Unless you are using max and know how to reconstruct them. Which i know you are using blender and.cannot. |
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