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Designating positions in animations


PaulGreen

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3 hours ago, PaulGreen said:

 

   I just used text editor and xml converter. I guessed at what data structures were meaning and tried it, then convert it back to .hkx. For the ice wraith, was adding new bones to the non-rag-doll skeleton with the right position offsets and order.

 

do you edit the "parentIndices" at all? it looks like factoryclose has been editing them as well in there files.

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22 hours ago, MadMansGun said:

 

 

   I don't think so. Here is the XML file right before converting to hkx.

 

   Mainly, the

<hkparam name="bones" numelements="41">

   lines, added bones then the

<hkparam name="referencePose" numelements="41">

   lines added the new positions

 

   I forget if I changed anything else, I don't think so.  The idea was to make the new bones *not* affect anything else other than participate in havok animations, so precisely did not want to add any other data to them.

 

 

skeleton-Edit-WithXPosition-AddedIW.xml

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On 12/5/2018 at 7:30 PM, PaulGreen said:

.

another unrelated question, do you know how to make FNIS Patches?

 

this mod is using it's own custom behavior files, so it's not compatible with FNIS/SexLab without a patch of some kind:

https://www.nexusmods.com/skyrim/mods/92589

i have gotten a few requests to support this mod but i cant do anything about it myself.

 

(i should note that i have not yet registered the custom race it's using ether, there's no point to do so without FNIS support)

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