Italian Arquebusier (generic)

Joined
Aug 23, 2005
Messages
784
Location
Venezia - Italia
The_Coyote saved me once again, infact he corrected the error with the neck


A request of Hian The Frog
I've used the swordman of the Ha party of the pirate civ.
I gave the bips (following the nif viewer tutorial of Rabbit,White as Asioasioasio suggested) of the mongolian musketman which uses red coats animations (so my italian arquebusiers drink tea ), there's a gun.nif (with sword) and an alternative gunwithoutsword.nif... reskinned the unit and reshaped only the upper arms... joined after to the model.
i need the authors of all the previous model to give them credits.
The unit is based on the second image... the only image i've found of arquebusiers ( a little moderns however )

the REUPLOADED: DOWNLOAD
 

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"The unit is based on the second image... the only image i've found of arquebusiers ( a little moderns however)"

What, the Italian army still uses these guys?:lol:

But, no kidding, looks good to me.;)
 
The neck is definitely too long. And I don't know if the sword is really necessary on this unit. Especially since it's not in its cover.
 
The neck is definitely too long. And I don't know if the sword is really necessary on this unit. Especially since it's not in its cover.
Yes the sword was a my taste choice, but it's easy to take it off. Do You know where it could be the problem for the neck? I use a little scale for units, and in my game it's not a problem, but maybe for others it could be, and as it is a request i would like to give a perfect one as possible,
 
Do You know where it could be the problem for the neck? I use a little scale for units, and in my game it's not a problem, but maybe for others it could be, and as it is a request i would like to give a perfect one as possible,

I assume (from the files you used) the head is attached to the longbow unit model. In that case isn't it possible to simply "lower" the head a bit more in the body without interrupting the animations?

Also, you seem to use big group units, so the scale is most likely smaller then the normal 1-3 group unit which the normal game shows. That might be the reason it doesn't strike you as much.
 
I assume (from the files you used) the head is attached to the longbow unit model. In that case isn't it possible to simply "lower" the head a bit more in the body without interrupting the animations?

Also, you seem to use big group units, so the scale is most likely smaller then the normal 1-3 group unit which the normal game shows. That might be the reason it doesn't strike you as much.
yes... I like big groups and it comes from Regiment and Ethnic Diversity mod :D... I tried first to attach to the bips of the standard musketman, but they were in different positions and the unit came out too messed... maybe if i'd found a musketman with the bips ordered like the longbow, do You think it could be better?
 
Well, the explorer sabre would be more fitting. :)

As for those 'bips', perhaps the French Musketeer would fit?
 
I was able to put the neck in the right position with nifskope... but while in nifviewer now i sse good, in the game is still the same.
Maybe as you told i have to change also animations... but for the moment is still out of my knowledge. I've read about it... but know i have to study it :(
To see it well, I've put the unit in the main folder and upscaled from 0,44 to 1
 

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the position is often reseted in the animation, so only change the position in the nif in nifscope will not help. But
Spoiler :
What you could try is when you made the transplant from one nif to the final, copy before you copy the model the head node of the model nif and add this as child of the head node (if they have the same name, it´s better to rename the model nif node to Bip_Head_2 for example (but before you copy the node!)), also reset the orientation and postion of this node (to 0, same position as the master head node and no rotation). Than copy your model model in the nif, because nifscope links the parts of the model based on the node names, the head will be linked to your added node, even if this node is affected by the movement of the original head node, the postion of this node is not reseted. Now try to adjust the position of the head with the added node and check the result in game
 
the position is often reseted in the animation, so only change the position in the nif in nifscope will not help. But
Spoiler :
What you could try is when you made the transplant from one nif to the final, copy before you copy the model the head node of the model nif and add this as child of the head node (if they have the same name, it´s better to rename the model nif node to Bip_Head_2 for example (but before you copy the node!)), also reset the orientation and postion of this node (to 0, same position as the master head node and no rotation). Than copy your model model in the nif, because nifscope links the parts of the model based on the node names, the head will be linked to your added node, even if this node is affected by the movement of the original head node, the postion of this node is not reseted. Now try to adjust the position of the head with the added node and check the result in game
. it's a little hard to understand, for me, i've followed the instructionsof nif viewer tutorial, and used nifscope for the upper sleeves and the sword. But, thank You, I will try some experiments following Your suggeswtions.
 
try this nif (and you can see what i wanted to say, see "Bip head 2")

perhaps the neck still need a bit of fine tuning

Edit: Removed attachment
 
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