KikiDelivery Posted December 18, 2015 Posted December 18, 2015 Basically, I've created a mesh for a pug, I found the legs of the Dog race's skeleton very tall, so I moved a few bones in 3DS Max in order to fit the pug's figure and I can easily skin my mesh. So far so good, Import is successful and shows up correctly in CK, however when I apply the mesh to my dog companion mod via Actors, it becomes a weird looking figure, I suspect because it is using the Dog race's skeletons it reverts to the long legged skeleton. I've done a few armor mods in the past, but its my first time making mods for Non-Humanoids, I might have missed out on an important procedure or something. How would I go about having my pug mesh showing up correctly? Any help is greatly appreciated.
KikiDelivery Posted December 19, 2015 Author Posted December 19, 2015 UPDATE: I finally got it to show up the way I want to by using the Sabrecat skeleton and some slight adjustments. But there's a new problem when I look at the dog from a distance, compared to when I look closer ingame there's clipping (see the attached pictures), is there any reason this is happening? Same pose, different angles, close up Same pose, different angle and from a distance, See his ear?
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