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Converting T-pose/relaxed T-pose mesh to Skyrim's base pose prior to rigging/skinning?


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Posted

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.

Posted

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

Posted

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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