elf wrote:Question : is having two skin objects ok? What order do you try and process them? Does one overide the other?
elf wrote:Question : The Skin data has transforms, do these over ride the transforms in the bones themselves (as those transforms seem to give you skeleton looking like a body) or are they used on top of?
elf wrote:Question : the vertex indexes in the skin data point to which vertex? The dummy ones in the base_anim.nif or the vertices I add to get the race specific look and feel?
elf wrote:Question : The weights just look like scale, do they just replace the scale in the bones /skin transform?
take vertex coordinate
apply "inverse bone matrix" (this is the bone transform matrix stored in the skin data block - it is already stored in inverted form)
apply bone NiNode transforms all the way down to the skeleton root
apply the "inverse skeleton root matrix" (this is the global transform matrix stored in the skin data block - it is already stored in inverted form)
apply the NiTriShape transform, and so on, until the root of the nif tree
elf wrote:amorilia wrote:apply bone NiNode transforms all the way down to the skeleton root
Do you mean all the ones not in the skin data? From where in the skeleton root do you start this process? If I take the Tri Right Knee, it has an NiNode Right Knee. Is this the point to start heading to the root node(so eventually I do another transform on Bip01 R Calf but from the skeleton data in this pass)?
elf wrote:It sounds like most of the bones in the skin data are ignored as you only take the bones closet to where you want the body part, is this right?
elf wrote:Why do you start from the body part and head to the root and not the other way round? I kind of see the skeleton as something you start from point (0,0,0) and build up the skeleton from there.
elf wrote:amorilia wrote:apply the NiTriShape transform, and so on, until the root of the nif tree
This is fine, I don't know of any nif so far where there are any transforms above the NiTriShape.
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