Deliverator
Graphical Hackificator
Right snafusmith, here is the process I used to sucessfully reposition the rotors while keeping the vanilla animations working properly.
In Blender using the attached helicopter_gunship_repositioned_rotors.blend:
1. Select the Armature
2. Switch into Pose Mode
3. Select and reposition ADJ_MAIN_ROTOR/ADJ_TAIL_ROTOR bone to where you want them. All the child bones and parts of the mesh that are rigged to those bones should move as you reposition the ADJ bone
4. Now we need to 'burn' the position of both mesh and armature to this new pose. First RMB to select the mesh and under Modifiers click Apply for the Armature modifier. Now if you TAB into Edit mode you should see the rotor meshes are burned in their new position.
5. Next select the Armature (still in Pose mode) and do Ctrl-A for Apply Pose as Restpose (you can use the Pose menu instead if you want). Now if you TAB into Edit mode you should see that the bones are also burned into the new pose.
6. Finally we need to re-create the Armature parent modifier for the mesh. Ensure Armature is in Object mode rather than pose mode. RMB the Mesh and then shift-RMB the Armature to select both. Now Ctrl-P for Make Parent to - selecting Armature and Don't Create Groups. Selecting the mesh again under the Modifiers properties click 'Make Real' and then deselect 'Envelopes' so that only 'Vert Groups' is selected.
7. Now we have reposited the rotors so that the rotors will continue to animate in their new positions using the vanilla helicopter animations. Export to both FBX (without animation) and BR2. Open the FBX in Nexus Buddy 2 (I advise using 2.3.3 the latest version), and then overwrite the BR2. Test the resulting .gr2 in Granny Viewer by loading the vanilla idle animation and you should see the rotors animate correctly in their new positions.
ADJ_MAIN_ROTOR was created by making a duplicate of the 'Fuselage' bone and inserting it into the bone hierarchy under Fuselage, and similar process for ADJ_TAIL_ROTOR except with the 'Airplane tail' bone. This works because the relative position of the main rotor set of bones to ADJ_MAIN_ROTOR is the same as it's previous relative position to 'Fuselage' so we can reposition the rotor without animations being affected.
Obviously you will need to incorporate your new helicopter mesh into the process. If you get stuck or the above doesn't make sense I'm happy to help out with the rigging myself.
In Blender using the attached helicopter_gunship_repositioned_rotors.blend:
1. Select the Armature
2. Switch into Pose Mode
3. Select and reposition ADJ_MAIN_ROTOR/ADJ_TAIL_ROTOR bone to where you want them. All the child bones and parts of the mesh that are rigged to those bones should move as you reposition the ADJ bone
4. Now we need to 'burn' the position of both mesh and armature to this new pose. First RMB to select the mesh and under Modifiers click Apply for the Armature modifier. Now if you TAB into Edit mode you should see the rotor meshes are burned in their new position.
5. Next select the Armature (still in Pose mode) and do Ctrl-A for Apply Pose as Restpose (you can use the Pose menu instead if you want). Now if you TAB into Edit mode you should see that the bones are also burned into the new pose.
6. Finally we need to re-create the Armature parent modifier for the mesh. Ensure Armature is in Object mode rather than pose mode. RMB the Mesh and then shift-RMB the Armature to select both. Now Ctrl-P for Make Parent to - selecting Armature and Don't Create Groups. Selecting the mesh again under the Modifiers properties click 'Make Real' and then deselect 'Envelopes' so that only 'Vert Groups' is selected.
7. Now we have reposited the rotors so that the rotors will continue to animate in their new positions using the vanilla helicopter animations. Export to both FBX (without animation) and BR2. Open the FBX in Nexus Buddy 2 (I advise using 2.3.3 the latest version), and then overwrite the BR2. Test the resulting .gr2 in Granny Viewer by loading the vanilla idle animation and you should see the rotors animate correctly in their new positions.
ADJ_MAIN_ROTOR was created by making a duplicate of the 'Fuselage' bone and inserting it into the bone hierarchy under Fuselage, and similar process for ADJ_TAIL_ROTOR except with the 'Airplane tail' bone. This works because the relative position of the main rotor set of bones to ADJ_MAIN_ROTOR is the same as it's previous relative position to 'Fuselage' so we can reposition the rotor without animations being affected.
Obviously you will need to incorporate your new helicopter mesh into the process. If you get stuck or the above doesn't make sense I'm happy to help out with the rigging myself.
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