Discussion in 'Steam Workshop' started by flow754, Oct 17, 2016.
Is it possible to use existed simulation file? I guess that is possible if you doesn't overwrite rigx file but is it possible to get p_bone_order for that bone chains? 3d max mesh importer only geting p_bone_name value
Why a pelvis bone has this strange rotation? With it it's kinda impossible to create some animation for the testing skin weights.
Anyone still alive here who can assiste me? I tried to make a simple mod for the game, basic high heels for the female character, butim having problem with the model. Whenever i specify the .xbl file that the clothes are heels, the model rotates with the character legs, and if the remove the heel angle the feet have some clip issues. Any idea on how to fix this? Or just this type of mod its impossible to achieve in the game?
I guess you incorrectly skinned shoes to the foot bone. In editor you need to place heel to fifth, and after this adjust foot angle in tables
At first I tried moving and rotating the model bones so it fits the model, skinned the shoes to the character bones and in game didnt worked. (maybe i did something wrong?) So i tried adding them without rotating the bones, not skinned to the bones this time, and still got the same problem.
Also tried editing those values, if i modify the angle, the heel model rotates with the character feet. And editing the height makes the characther model lift from the game floor, but with the heels too, so it looks like if it was floating lol.
1) Don't move template's bones
2)Freeze mesh transform before skinning
That how looks right placement
And you assigned it to which bone?
Some kind of progress
Ok, I was wrong. I opened existed shoes with heels and fiure out that you should rotate bones, in default pose it looks like
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