Hi everyone.
Im adding some custom races to a mod and im wondering if its possible to replace some of the default animations with slightly modified ones depending of the skin that the actor performing them is using. Specifically for the 2handed weapons animations.
For this animations seems like the weapon is associated only with the right hand, being attached to that bone, and the attack and blocking animations were made specifically to show only visually the left hand grabbing the weapon considering the default skeleton shoulders/arms ratio.
Default skeleton:
Thinner torso skeleton (same mesh but shoulder bones closer together):
But when adding a custom race that has a mesh with a bulkier or thinner build, the shoulder bones of the skeleton that this race uses, need to be moved furter/closer to the torso for it to deform correctly. The problem is that if this is done, the bones for the elbow, wrist and hand need to be moved as well to keep the ratio so the two handed animations still look good (the left hand visibly holds the weapon). Otherwise, the left hand ends up not reaching the weapon or going further away looking wrong.
When doing this for super bulky races that have wide torsos, the arms end up being too long and can end up ignoring enemy shields. And for slim races, the arms end up being too short, deducing the reach and looking super weird.
So, is somehow possible to have some kind of gender/race specific animations for attacks to avoid this problems and have nive looking 2handed animations at the same time?
Its possible to show meshes from armors depending on the skin with triggers "ti_on_init_item" i wonder if when an actor is spawned, one could change its animations based on its skin.
Any suggestion is appreciated, thanks.
Im adding some custom races to a mod and im wondering if its possible to replace some of the default animations with slightly modified ones depending of the skin that the actor performing them is using. Specifically for the 2handed weapons animations.
For this animations seems like the weapon is associated only with the right hand, being attached to that bone, and the attack and blocking animations were made specifically to show only visually the left hand grabbing the weapon considering the default skeleton shoulders/arms ratio.
Default skeleton:

Thinner torso skeleton (same mesh but shoulder bones closer together):

But when adding a custom race that has a mesh with a bulkier or thinner build, the shoulder bones of the skeleton that this race uses, need to be moved furter/closer to the torso for it to deform correctly. The problem is that if this is done, the bones for the elbow, wrist and hand need to be moved as well to keep the ratio so the two handed animations still look good (the left hand visibly holds the weapon). Otherwise, the left hand ends up not reaching the weapon or going further away looking wrong.
When doing this for super bulky races that have wide torsos, the arms end up being too long and can end up ignoring enemy shields. And for slim races, the arms end up being too short, deducing the reach and looking super weird.
So, is somehow possible to have some kind of gender/race specific animations for attacks to avoid this problems and have nive looking 2handed animations at the same time?
Its possible to show meshes from armors depending on the skin with triggers "ti_on_init_item" i wonder if when an actor is spawned, one could change its animations based on its skin.
Any suggestion is appreciated, thanks.