Skip to content

Tie non-weighted bones to slider values #558

@InterruptingOctopus

Description

@InterruptingOctopus

What is it that you want to do that isn't currently possible?
For the longest time there have been instances where an animation would clip poorly into a generated bodymesh.
XMPSE's "alternative" spell casting locations are one such scenario. while this could be rectified in the Racemenu, many mods make use of NIOverride's realtime bodymorphing capabilities rendering direct bone relations to "desync" with the body; especially for mods that distribute presets like OBody.

Request the feature
So what i propose is the ability to store certain bone data in the BSOS files which on generation of nifs and tris could also output a file that would contain positioning data for NIOverride to read. Perhaps in the form of two position datas per slider, assigned to the 0 and 1 slider values respectively.
Such a feature could perhaps also be used for pieces of armor that have their own armature, allowing more fine tuned animated outfits.

Metadata

Metadata

Assignees

No one assigned

    Labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions