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Editing space between thighs


Sheothemadone

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I wondered if there is a possibility to increase the gap between the legs. I want to increase the thickness of the thighs of my female body, but then the inner sides of the legs can clip in some conditions. So I thought I maybe can make that gap bigger by moving the nodes on the skeleton, but that did not help. And moving the nodes via NifSkope on the body.nif itself seem not to work either. 

 

Any idea what I can do? Would be glad for help. 

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You basically need to remodel your shape at that point.

 

Or maybe try moving your L/R Thigh bones in the skeleton in the x direction to increase space (Really I don't recommend this as unforseen consequences can happen for animations, and most likely the skinning in the body isn't going to look good if you stretch this out too much)

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You basically need to remodel your shape at that point.

 

Or maybe try moving your L/R Thigh bones in the skeleton in the x direction to increase space (Really I don't recommend this as unforseen consequences can happen for animations, and most likely the skinning in the body isn't going to look good if you stretch this out too much)

 

First, thanks for the answer. 

I would really like to try it, see how it would go. But the problem is, my tries so far were unsuccessful. I moven the Nodes "18 NPC L Thigh" and "78 NPC R Thigh" each by 2, and then saved the skeleton. But ingame, there is no difference. 

 

I tried using this small tutorial too, but pressing apply just sets all values (x, y, z and the rotation values) to 0. Which means, that the legs are terrible missformed. 

 

Do I forget something here? ^^''

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No, you did it right, I'm just an idiot for forgetting that it doesn't matter since those bones are animation controlled and defined in the rig map.

 

So basically even if you change the position of bones that are actively animated and in the rig map, it won't matter because your animation will force them back into place.

 

You might be able to do some havok translation for the new value to offset the anims to follow new node positions but IDK about that stuff, and your more likely to just break other anims or something doing that.

 

So yea, easiest route is to just change the model directly in a 3d editor.

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No, you did it right, I'm just an idiot for forgetting that it doesn't matter since those bones are animation controlled and defined in the rig map.

 

So basically even if you change the position of bones that are actively animated and in the rig map, it won't matter because your animation will force them back into place.

 

You might be able to do some havok translation for the new value to offset the anims to follow new node positions but IDK about that stuff, and your more likely to just break other anims or something doing that.

 

So yea, easiest route is to just change the model directly in a 3d editor.

 

Well, ok, a bit sad, cause I have no 3D editing skills so far (and no time to get them x)). 

Still thanks for the answers! I won't have to bother with that then until I try to get into a 3D program. ^^

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No, you did it right, I'm just an idiot for forgetting that it doesn't matter since those bones are animation controlled and defined in the rig map.

 

So basically even if you change the position of bones that are actively animated and in the rig map, it won't matter because your animation will force them back into place.

 

You might be able to do some havok translation for the new value to offset the anims to follow new node positions but IDK about that stuff, and your more likely to just break other anims or something doing that.

 

So yea, easiest route is to just change the model directly in a 3d editor.

 

Well, ok, a bit sad, cause I have no 3D editing skills so far (and no time to get them x)). 

Still thanks for the answers! I won't have to bother with that then until I try to get into a 3D program. ^^

 

 

Blender 2.72 has an alpha NIF plugin now which works fine for shape modifications.

 

Basically install Blender, the requirements for the plugin, and the plugin.

Then load the NIF, edit the shape(s) in edit mode and export NIF.

 

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I will save the link to you post. As soon as I get into Blender, I will try that. I already got some tutorial suggestions for Blender in general after I asked a friend about it. This will definitely be something I will add to my ToDo-List for next year! 

 

Thanks cell and blabba for the help! :)

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