PsychoMachina Posted December 16, 2014 Posted December 16, 2014 Deadzone45 is helping with creating HDT tails for the Elins. The original tails had a slight swaying animation when standing still or crouching without using any idle animations. So here's the question, is it feasible to add tail anims to an HDT tail so that they move when not using an idle animation? If so, is it done the same way as when working with a non-HDT body or is the process handled differently? TIA
blabba Posted December 16, 2014 Posted December 16, 2014 HDT overrides the hkx defined animated bones by default. You can do stuff like mesh swaps and such to get around it though. You cannot animate bones set to follow physics.
PsychoMachina Posted December 16, 2014 Author Posted December 16, 2014 Thanks for the info. For the time being I'll just stick with using idle anims.
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