Very amusing how the skinmesh wraps itself around the left forearm in both test cases for biceps.
I went as far as to install a reversed tree structure from right hand all the way back to torso so that I could create a hand object that created an entire sleeve. I figured it should work perfectly, but it also wraps itself randomly around various nodes, and/or shoots off into space. I tried with and without local animations so that I could make the skin conform to the whole tree, but alas no-go.
In a few places ( and I think one is right in this thread) I had read that part geometry doesn't properly take skins because of named node order. Something about how custom skin nodes have to come before any nodes the engine relies on for part geometry. I find that even if I do include the entire tree structure in my hand model (similarly named or otherwise), due to how part geometry is attached to the model, I can't bypass that issue.
Unfortunately, various nodes seem to be hard-coded very differently in how they work. For instance, wings, tails, and robes are essentially the same format. They can take ANY skin and any animation set. The only difference is that robes are applied almost like a second model based at the same aurorabase, while tails and wings are based at those nodes respectively. Like robes, cloaks are based at the aurorabase, but unlike robes, cloaks follow a slightly different plt and model handling method using that odd cloakmodel 2da. However, if you ignore that fact, you can actually make the cloak and robe do the exact same stuff.
In testing the weapon model as a base for more skins, I studied bioware's whip and original other skinned weapons such as flails. Like with other skinned models, if you rename them to fit into part geometry, they behave very differently. Otherwise, weapon models could behave exactly like wing or tail models when used as skins based at their respective nodes. The main trouble then with weapon skins that affect other model structure would be that weapons could go in either hand and you could not build a model that worked for both sides of the body. However, that leaves off-hand-only stuff a potential hotspot in my project.
The best news I have found so far is that you can provide alternate node tree structures for every odd-node skin (wing,tail,weapon). This is the only reason I am still working on this project. But, you have to supply the entire modified pmh0 tree structure for all those off-nodes (wing, tail, etc). That's definitely something we don't have to do with robes or cloaks, because they base at the aurorabase. Its also something that could make my project not as useful to people, due to file sizes. I mean we are talking a separate a_ba and a_fa series for wing and tail nodes (and offhand items if I go nuts). With scripts, those are not hard to create. But they may be hard for users to swallow if they are packaged into online-play modules.
I suppose you don't have to include ALL the body tree structure. I mean its very unlikely that an off-hand item skin would affect the opposite foot. But if I intend to create a wing model that works exactly like a robe, then yes, I need basically the entire body's tree.
In any case, its very fun to poke around with this stuff, and I am very interested to see what you make of it all, especially since we seem to have been working side by side on this and I didn't even know, for years
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