Yabusame Archer

SaibotLieh

Emperor
Joined
Sep 25, 2009
Messages
1,576
Thanks, it's great to have a proper Yabusame animation! The are problems if you try to replace the head the usual way (by reducing the old head's size to 0.1 etc.); it seems that all ranged animations have 1.0 scale on Bip01 Head and other body parts. Changing that to <float_min> fixed it. Is Blender doing this?
 
Thanks, I'm gald you like it. :)
On the second image, the bottom left samurai looks like if he had arrows sticking in his back ^^.
Yeah, it looks a bit strange in that pose, put otherwise the right arm would collide too often with the arrows, so this seemed to be the best solution for me.
Thanks, it's great to have a proper Yabusame animation! The are problems if you try to replace the head the usual way (by reducing the old head's size to 0.1 etc.); it seems that all ranged animations have 1.0 scale on Bip01 Head and other body parts. Changing that to <float_min> fixed it. Is Blender doing this?
Yep, Blender sets those values to a certain number when the animation is exported. Good to hear that you already solved this ourself. :goodjob:

Another way to solve this would be to use a dummy node set before the to-modify bone node in the nif and resize via that dummy node.
 
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