S3rgeus
Emperor
I used the Mongolian Keshik as the template but is was hard to get the deer to fit in horse skeleton properly. I had the head, the ears and the hair that were all separate from the rider and had to combine them into a single separate mesh and assign them to a couple of the rider bones. And it was made more difficult by the fact that the original head was still on the rider so parts of the helmet were protruding out the elf face.
If I'm ever able to take another swing at the pegasus I'll try the keshik skeleton as a basis instead, in case the horseman doesn't work in the first place (for whatever reason that may be). When you say the original head was still on the rider? As in, the keshik's mesh persisted somehow? And I had similar difficulty getting the pegasus to line up with the horse mesh (surprisingly, given their similar shape). There were a lot of variations in rotations of the legs and head, and in the relative scale of the rider to the mount as well.
Is this true for "basic" ones like orc warriors, goblin archers, etc (i.e. those that would seem to resemble standard Civ5 units)? I still have no sense of the difficulty here. Is it all fantasy or just the weirdly shaped ones?
What I need most is just a basic lineup of orc/goblin variants of standard pre-renaissance units.
It's not to do with the actual 'physical' shape of the mesh (though exotically shaped meshes are difficult to rig up sensibly to the very real-world skeletons of existing CiV units) but it seems like a lot of fantasy units were made in a particular way using nifskope directly which means that Blender's fbx import script can't read them properly. It may be technically possible to repair them using nifskope so the Blender script would work, but I slammed my head against that problem for a couple of days before giving up. When you've got that issue (it won't import into Blender) it isn't even a question of difficulty - if you can't get the import to work somehow it's impossible to get it into gr2 at all.