B Info Other MiniTailMod: a Case Study about Extra Bones in Skeletons V 4.0

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Do all skeletons used in WB have to be in the T position? I have a few models that I wanted to test that are in a slightly different position, and the arms need to be angled *very* slightly down. Since I have more of those than one or two, I assume that it is simpler to make a new skeleton than to attempt to re-rig the 5-10 I have.

Each arm needs to be angled 10% or so down, so I could easily make my own set of hitboxes and such, but I don't know how the Warband Engine handles bone position changes (I know that in the UDK it's much simpler, since animation data is based on each skeleton, no matter the bone position. Like, I can reposition the bones to the T shape in UDK and the same animations will play for the T pose figures as it does the UDK native stuff, but I don't know about this engine...)

Edit: YESSS! This is great! Already done, now I can add some creatures whose arms are not in the T pose
 
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