SmedleyDButler Posted May 25, 2022 Posted May 25, 2022 So if I have some unrigged meshes (already converted to .nifs) from another game I wish to try and rig, and the source mesh is in a T-pose, do I need to just manually manipulate the arms to match a Skyrim skeleton/body neutral pose before rigging it, or is there anything else I need to do as well? Thanks.
donnerwetter Posted May 25, 2022 Posted May 25, 2022 I guess you could achieve this with slider importing in Outfit Studio Pose a Skyrim body into a T-Pose to match the mesh, and apply pose. Now create a new slider, edit it and use the slider import function. Import an unedited body nif. You now have a slider that will turn the t-pose back into Skyrim's default pose. Conform the armour mesh to the t-posed body's sliders and weights, and use the slider you created. The mesh should now be in Skyrim's default pose. Remember to Set as Base Shape
SmedleyDButler Posted May 25, 2022 Author Posted May 25, 2022 That's not a bad suggestion, but I suspect that just pushing the arms down won't necessarily line them up with the position of limbs in Skyrim, that I'll need to do a little more precise positioning (only doing arms to the wrists though, no way am I going to try to do any glove meshes lol). So I mainly just want to make sure that if align the source mesh as much as I can to the default Skyrim body before copying bone weights over, that won't cause any major errors. I've rigged small parts of armour sets before, but never a whole outfit.
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