Help With This Unit's Rigging

Civitar

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So my High Elf Tiranoc Chariot is finally working almost perfectly, tested ingame and in Nexus, only his rigging is off in one place. Right where the spear haft joins the blade, the spear is assigned to the right hand of the elf driving the chariot, not the right hand of the elf who's supposed to be wielding the spear. This gives the following results:
Spoiler :
attachment.php
I've messed with the gr2 quite a bit trying to fix the rigging, but no luck. Can somebody more skilled at manually doing vertex groups try this out? You will be credited in the mod.
Thanks already.

Anyone who knows the Warhammer High Elves will realize that this will be reskinned!
 

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So my High Elf Tiranoc Chariot is finally working almost perfectly, tested ingame and in Nexus, only his rigging is off in one place. Right where the spear haft joins the blade, the spear is assigned to the right hand of the elf driving the chariot, not the right hand of the elf who's supposed to be wielding the spear.

I exported the .gr2 back to a .nb2 and opened it with Blender and noticed that you have vertices from the spear assigned to BIP R Hand (i.e., the right hand of the elf driving the chariot). These vertices need to be unassigned so that they are no longer part of that vertex group.

Vertices can belong to multiple groups, so even though the entire spear belongs to BIP01 R Hand (as it should), if you have vertices belonging to another group as well you can get this effect.

I corrected it and re-saved to .gr2; unfortunately, you will probably have to redo all of your animations using the new .gr2 file :sad:
 

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Thanks for your help; however, you've actually made the animations worse. I don't do the animations myself, they're Danrell's Egyptian War Chariot animations. Basically this should work fine with the animations if you (a) remove the parts of the spear from BIP R Hand and (b) assign those parts to BIP01 R Hand. I tried for days to do this, but I could never export to BR2 because I'm fairly bad at keeping track of all the vertices.
With this unit in particular, animations are tricky enough without messing with vertices assigned to two vertex groups.
When I tried out your GR2 in Granny Viewer I got a twisted, broken monstrosity, and in Nexus Viewer I got a 2D smear with wood patterns.
Thank you for trying, but it still isn't fixed.
:please:
 
Thanks for your help; however, you've actually made the animations worse. I don't do the animations myself, they're Danrell's Egyptian War Chariot animations. Basically this should work fine with the animations if you (a) remove the parts of the spear from BIP R Hand and (b) assign those parts to BIP01 R Hand. I tried for days to do this, but I could never export to BR2 because I'm fairly bad at keeping track of all the vertices.
With this unit in particular, animations are tricky enough without messing with vertices assigned to two vertex groups.
When I tried out your GR2 in Granny Viewer I got a twisted, broken monstrosity, and in Nexus Viewer I got a 2D smear with wood patterns.
Thank you for trying, but it still isn't fixed.
:please:

That's exactly what I did, nothing more. Perhaps I am using the wrong version to export to .br2? I am using NexusBuddy beta 9 with the latest Blender scripts, maybe there is a conflict? I haven't had any success with animating units because whenever I convert from .br2 to .gr2 half of the time they are a twisted mess and the other half of the time they look fine. So maybe I have a problem somewhere with the software - that could be the root of my animation problems perhaps....

Well, look on the bright side - at least we can see the problem and exactly how to fix it :blush: - now all we need is someone who can properly edit and re-convert it....
 
Well, I figured out why the .gr2 was deformed; I forgot to export to both .fbx and .br2 and then overwrite mesh with the .br2. So, the .gr2 looks great in Nexus (see image) but the animations still won't work.
 

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  • tiranoc_chariot.jpg
    tiranoc_chariot.jpg
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