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 Merging two skeletons

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Dead Man



Posts : 245
Join date : 2014-03-19
Age : 23
Location : UK

PostSubject: Merging two skeletons   8/1/2014, 7:13 pm

Sorry but when It comes to animations Im a NOOB, I would like to know if its posible to merge two skeletons so that they are both compitable with two different mods that use different sceletons for animations,
Is it possible and how to do it if it is ???

Thanks in andvance, If anyone have an idea please let me know

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Tesvixen



Posts : 3681
Join date : 2014-02-26
Location : United States

PostSubject: Re: Merging two skeletons   8/1/2014, 8:06 pm

As far as I know, the more advanced skeletons (the ones with wing bones, hair bones, etc) are 'universally' compatible, meaning they will work for things with wings and such but also for more simple armor that only requires the standard skeletons.

I might be wrong on this though. Generally I only ever use the default skeleton, as I don't know how to create a new one from scratch.
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Dead Man



Posts : 245
Join date : 2014-03-19
Age : 23
Location : UK

PostSubject: Re: Merging two skeletons   8/3/2014, 8:10 pm

The thing is that Im using one of them advanced custom skeletons which are compatible with most of animations, but I just found a mod that uses dferent one which is compatible with oblivin bow animations and I would like to merge them two, un less I can set the skeleton to specific NPC so only them can use those animations.

So is there a way to do this
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A.J.



Posts : 118
Join date : 2014-04-18
Location : EU

PostSubject: Re: Merging two skeletons   8/15/2014, 10:31 am

yes there's an easy way to do it using nifskope. You identify which bone has been added by your second mod (I suppose they added a node to attach the quiver) and you manually add it on your universal skeleton, copying carefully all the datas, mainly the location / rotation of the bone. Actually it's easier to do it than to explain that, send me a PM if you have difficulties in that.
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