Li'l People?

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Wander

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If I want to make a race of li'l people- short, fat, cute people- will rigging a li'l body to the normal human skeleton work?

In other words, when you assign a vertex of the body part to the bone of the human skeleton, in the game/animation/final product does the the bone attract that vertex to it like a magnet, or does the vertex just move in sync with the bone?

Also, does creating new animations involve moving the bones of the skeleton for each frame in some program? (If so, which one?)

And if that is correct, and if the vertex is actually attracted to the bone, not just in sync with the bone, can bones of a skeleton be moved (not re-sized, just moved) into a more compressed position to fit the body parts of the li'l people? Or are bones connected to each other at their tips?

Any help would be appreciated. Thanks!
 
Oh... Some mods have new animations, though...? Are they already implemented, and just need to be activated?

My main question is whether a vertex assigned to a bone when rigging (can you rig body parts?) is actually attracted to the bone like a magnet, or if it just moves in sync with the bone?
 
The way animations are executed in M&B allows modders to make "new" animations by using the frames of the ones already in the game. It's done through text editing, but I am not too sure how. I just know that they assign frames of old animations to new animations, and mix them up a little. Or they use the animations that aren't used in Native, but are present in the game, so people might think they're new.

As for the rigging, I am not sure what you're asking. You assign a vertex to a bone and it will move along with the bone for as much as you let it. The more attached to the bone it is, the bigger the bone's influence to its movement. But some experienced riggers might want to answer that, I'm a nub when it comes to that.
 
with the MS, you can do it like this:


#### Unused human animations start from here.
# ["unused_human_anim_1", 0, [1.0, "anim_human", 0, 1, 0]],
# ["unused_human_anim_2", 0, [1.0, "anim_human", 0, 1, 0]],
["zombie_down", acf_enforce_all|acf_align_with_ground|acf_lock_camera,
[2.7, "death", 0, 83, arf_blend_in_16],
],

["zombie_eat", acf_enforce_all|acf_align_with_ground|acf_lock_camera,
[10, "death", 20, 60, arf_cyclic],
],
 
["unused_human_anim_3", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_4", 0, [1.0, "anim_human", 0, 1, 0]],


Here I use the falling forward (as in hit from behind) to make it look like the zombies are falling down to eat someone.  It used the death animations, and (in the zombie_eat) I use only frames 20 to 60.  There are a bunch of flags to check on to that can limit what is affected, how it blends and more.  I don't totally understand it all, but I'm playing around with it a bit.  Then you can use an agent operation to force the animation to happen.
 
Okay thanks. Things are as I suspected but I'm glad to be reassured. I'm almost sure that there is a possible way to make little people, by rigging- associate the feet of the little people to the feet bones, knees to the knee bones, shoulders to the shoulder bones, etc. and just make sure that none of the parts are influenced very much by the skeleton so the actual model isn't excessively moving body parts in game. Thanks for all the help, everyone. ^^
 
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