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adding bones to animated models

Posted: Wed Apr 18, 2007 5:32 pm
by fps
if i have 2 different models with 2 different animation sets,

one has a complete skeleton.

one has a similar skeleton with the same bone names but its missing some bones and containing others.

if i add the missing bones should the animation set match up with the new model?
will the old animations still work for the bones it was origionally applied to?
does it matter if the new bones are attached to the mesh properly/


this may be a bit of an odd topic but i now have 3 different types of people models and each has its own animation set and i want them to match.
I would just redo the animations but there are between 40 and 70 animations between them.
thanks,
fps

Posted: Wed Apr 18, 2007 10:36 pm
by Spyrewolf
you could try it as long as animations have bones named the same and have the same offsets for the bones that are shared between the two you may get it work,(posistions)

however i think you gonna get twistie's unfortunately,

but its worth a shot. at least.

Posted: Thu Apr 19, 2007 12:28 pm
by Juutis
Yeah, I think the skeletons have to be exactly the same to prevent the twisties. A while back I had two exactly similar skeletons, except that the other had one extra bone, and still I got twisties. I think the best way would be to replace one skeleton with the other and then use only one animation set.

Posted: Thu Apr 19, 2007 8:58 pm
by fps
i figured out that i can import the fullskeleton over the partial one and get a complete one!

Posted: Thu Apr 19, 2007 9:29 pm
by Spyrewolf
yes i think your right thats one thing i never tried... good thinking