@Webshaman Thanks!
@OldMansBeard Thanks and I know what you mean about planning something and then for whatever reason just not getting around to it. Or the worst, for me, is jumping through 9 hurdles only to find the 10th just doesn't seem possible- but you're still afraid to blow away all the work "just in case" some miraculous solution strikes in the future.
I have made some good progress, though the screenshots below might not indicate it. What you're seeing in the first one is a skin mesh body applied as a tail. The nicer looking skin, the white mask face and white diaper-looking thing are all part of that and it's supermodeled into a_ba. The second shot is the same setup, only wearing a robe. Really, the only thing magical is that the tailnode in pmh0 has been moved to 0,0,0. It may appear that something cooler is going on, but it's not. If you load the toolset and apply one of the creatures as a tail to an existing human (or whatever) it will look like they're riding piggyback because the creature "tail" is being applied at the tail node, which halfway up the body, in the back. Moving the tailnode in pmh0 to 0,0,0 just causes the tail's root and the main model's root to be applied in the same place, hence the overlay.
And normally I should think it would probably look better if it weren't for the fact that I'm experimenting with a different way of incorporating the skin (and even non-NWN bones) into NWN.
When bringing a skin mesh and skeleton into NWN, there are basically two roads you can take: You can discard the skeleton and reweight the skin manually to a an existing NWN model
or you can try to keep the skin weights and bones intact. Because it would save so much time, I turned to and old but clever idea I tinkered with before I was able to weight skin meshes:
1. Scale up the skeleton and skin as close as you can get them to an existing NWN model
2. Align all NWN-bones (in the base NWN model) to their functional facsimile in the new skeleton. So align neck_g to the "neck" bone in your new skeleton, rfoot_g to the "right foot" in your new skeleton and so on.
3. Then
attach each of the facsimile bones to the NWN bones you just aligned with them.
I'm obviously skipping stuff about resetting xforms and so on to get the idea across. What you're left with is a NWN model which acts as a subskeleton for the skeleton you imported and you don't have to touch the existing skin weights at all. When rbicep_g moves, so does the imported skeleton's equivalent (because it's attached to rbicep_g) and the skin deforms perfectly. Everything just "works". It's brilliant.
Until you come to a player model that you want customizable. After you follow the steps above, the
coup de gras should be as easy as generating a new p-model (or overwriting pmh0, which I did because I'm lazy) using the
new locations of your body parts (torso_g, lshin_g, etc.) and the existing armor parts, head, etc. should just...snap into place.
Not so, apparently. I think there's something I'm missing about cumulative rotation of the difference between the two skeletons and I think it has to do with more than just the potential difference in rootdummy placement.
It's a divergence from what I intended but it would be an incredible timesaver and if I can fix whatever my current problem is and then codify it in MaxScript, anyone could do it without having to deal with skin weights- as long as the skin came with a weighted skeleton to begin with.
Edit: I should add (because it's probably not obvious) that there were a few good reasons I've taken this detour to see if it pans out, aside from just being much quicker & easier. The main one is that the skin-over-skin idea of a skinmeshed tailmodel wearing a robe requires some damned-fine tolerances as far as vertex weights go and I can't reproduce that manually between two meshes. At least the ones I'm currently working with, anyway. It's basically skin-tight on skin-tight. There were some other things like needing to import the skeleton to get fingercurl on the hands that also took me a little farther down the rabbit hole than I plannned.
Modifié par OldTimeRadio, 20 décembre 2011 - 08:24 .