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 Need some porting/rigging advice

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 2:35 am

Wow, thanks! Actually I understand most of steps and I already ported armor but in much more primitive way.

Could You please explain step 4:

Quote :
4. Apply modifier on FO mesh for deformation: this will permanently make the current pose the default one. Set the skeleton to non-posing mode.

-What exactly modifier should I apply? How it is called in modifier list? I tried meshdeform (choosed my FO4 port as bind object) and "apply" existing armature modifier. All gives the same result, after skinning and parenting to ckeleton F4 body doesn't match default FalloutNV T-pose. Sad This step is one that I can't "catch" and walk in a circle around. Sad

Spoiler:

-"Non-posing" mode is object mode right?
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dazzerfong

dazzerfong

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 3:59 am

Lemme dig up my 2.49b. God, I hate that version of Blender........ As a hint, use 2.49b only for export, and 2.7 for everything else. Everything makes so much more sense in the new version.

Anyway, you need to select your body mesh, not the skeleton, for this to work. When you do, a tab named 'Modifiers' will appear under the 'Editing' section (press F9 in Object Mode). If you see it, you'll see a 'Make Real' button next to 'Armature parent deform'. Click that then press 'Apply'. Your mesh will no longer move with the skeleton, but that's fine. Copy weights then move back skeleton to 'compensate'.

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 4:20 am

Yes, I did all of it. FNV mesh becomes "default" pose exactly as You said:

Spoiler:

But after I copy weights and parent F4 mesh to skeleton, I still have wrong F4 mesh position. Because it's default pose is F4 one.

What do You mean "compensate"? Should I move skeleton to default T-pose before copying weights to F4 model? I tried it, still no succes. F4 model doesn't match FNV t-Pose.

Spoiler:

But it is skinned and animatable through.

Spoiler:

To be honest I don't understand how it can match if object's default vertex pose is F4 one. The only way I see it to "animate" skinned mesh to fit FNV t-pose with this wrong armature and then reskin it frim scratch after applying "apply deform" script. Maybe this IS the way we talking about? Because it's only possible way that I see after tonns of experiments.

P.S. Yep, I have Blender 2.72, I'm just lazy sometimes to reopen virtual machine for import and export (my main machine is x64 system, wasn't succesful to make 2.49b to work on it with NifScripts -.- ). x)
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dazzerfong

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 5:54 am

By 'compensate' I mean move back the skeleton such that the port matches the original FO mesh. Leave the FO mesh alone (disable the deformation modifier there). It's not going to be exact (well, it could be, but that procedure is extremely complicated), but exact enough such that it matches.

So, to sum it up:

1. Import both
2. Move FO mesh via skeleton.
3. Apply deformation.
4. Weight copy.
5. Delete FO mesh, reimport new FO mesh.
6. Parent old skeleton to ported model.
7. Manipulate old skeleton such that ported model roughly matches up with new FO mesh.
8. Apply modifier, delete old skeleton and reparent to new skeleton.

There's another way of solving no. 5 onwards, but that requires Blender 2.72.

Also, NifScripts works fine with x64, so you might want to see what's going on there.

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 6:10 am

So, as I understood, the way I do it is the right way? I just pose skeleton until it matches FNV body turning a blind eye to the fact that actually F4 default pose and FNV one doesnt match? If that's it than thanks! I was afraid I missed something important.

I dunno, I tried to make NifScripts work with x64 system many times and on different machines (my and husband's one) and got nothing. x32 Blender and NifScripts work fine through (but I need to have virtual nachine with x32 system on it).
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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 4:43 pm

What you're trying to do is to copy weights first. Once that's done, you can manipulate that mesh using the skeleton. Thus, you can move 'back' the skeleton such that it's the same as the FO3 standard.

What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 2:29 am

Quote :
What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.

Oh God. That's it. That's exactly what I was missed! Thank You! Finally I understood procedure completely and can easily and correctly reanimate skeleton as it should be back to F3 pose.

Thank You again. Smile
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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 5:00 am

All good, good luck with your project!

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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 10:49 pm

This is one of the most informative threads I've (happened to have) seen on this site - thanks to the OP for asking, and to the community for sharing their insight...
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PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyThu Dec 31, 2015 1:20 pm

dazzerfong wrote:

What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.
Very useful information, dazzerfong, thank you! +1 to Rep!
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