SumGhai Posted July 2, 2013 Posted July 2, 2013 As a joke among a few friends, I've been attempting to convert a model from the MikuMikuDance (MMD) 3d animation software and port the model into Skyrim for use. However, I'm running into difficulties regarding the mesh and skeletons; namely the lack of a default Half-T Pose that most other games default the skeleton to. Here's what I mean The cape probably won't make it into the final build. Anyways, if I could just figure out how to position Skyrim's skeleton into this Half-T pose, I could probably weight everything properly and have it ready for the game engine. The reason why I say to move Skyrim's skeleton is because the skeleton imported from MMD is rather broken and unusable for moving the mesh around. I did manage to get the mesh into 3ds with the help of a script, but that's just about it. So, if anyone can provide a resource of a skeleton in the half-T pose, I'd appreciate it. If no such skeleton exists, then another method I was considering was weighting the mesh to an Oblivion skeleton, then, by using a previous resource from Person12345678 where the Oblivion skeleton is positioned in the Skyrom default pose, transfer weights to a Skyrim skeleton; a bit roundabout but I'd assume still effective. So, does anyone have any suggestions?
WampaHUN Posted July 5, 2013 Posted July 5, 2013 [MMD user here] If you've got PMD or PMX editor, it's possible to go in Transform View, pose the model into the T-pose, then save it as a PMD/PMX (Transform View window, first menu (F), first button (S)) . That way you can import it to Max and use Skyrim's skeleton.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.