View Full Version : Bones inside body meshes
Consort
13th Oct 2005, 12:31 AM
I might be wrong in this forum but i thought you guys must know...
I know how to edit the mesh but the joint locations remain unchanged.
Is there a way to adjust the bones inside a body mesh?
I have simple modifications in mind... something like wider shoulders or hips or so.
Dr Pixel
12th Nov 2005, 02:07 PM
I have never tried moving the joints in a body mesh because of the animation mis-match that would result (see below)
But I would guess that it would be done the same way it is done with a "boned" object, which is to edit that bone's location in the Resource Node in SimPE.
There is an explaination in this thread about doing this editing:
http://www.modthesims2.com/showthread.php?t=93510
The problem with the animations is this:
The game animations do NOT "adjust" themselves, they are pre-set assuming that all the joints will be in the standard location.
So for example when a Sim picks up a coffee cup, the cup goes where the Sim's hand is supposed to be - if you have moved the shoulder joint out, to make wider shoulders, the Sim's hand will now be farther out, and the coffee cup will be floating in the air where the hand used to be.
WesHowe
16th Jan 2006, 09:45 PM
So, there needs to be a way to seperate the object from the animation, or thinking now, a way of editing the object animation and the bone animation to split the two and still import.
My BodyChop MilkShape plugins will allow moving the "bones". Just select one on the joints panel, go to the first panel and select "move" and then you can just drag the joint anywhere you want. You can see a picture of the results in the following thread: http://www.modthesims2.com/showthread.php?t=121312
While I haven't fully fleshed out all the process yet, I believe what the joint position in the GMDC is to allow the game to calculate the position of each vertex in relation to the bone when the mesh is loaded.
I think the real positions for the bones for every object are initially in the CRES, and the animations proceed from there to move them about, when the rendering routines place the vertices in their proper locations based on the distances and direction they were from the joint (which it learned GMDC). Having vertexes assigned to multiple bones with varying levels of influence adds a layer od extra realism to the animation.
When the vertices are in position, the faces are attached to them and then the final skinning is done.
What I have been curious about for a while is the morphing process (fat/pregnant). Because if I understood how those state changes are managed, I believe a morph could be created that, for example, changed the state of tumesence in a male mesh.
<* Wes *>
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