I'm afraid it might be somewhere else, referencing to the _RIG, making matters even worse. Or even worse, is the new _RIG file even readable by the game's engine ?īecause there's no animation included with the _RIG file. How would I know the joints name from the new _RIG file ? So I'm guessing, the joints assignment within the modl/mlods must be changed. Previewed with granny viewer (comparing with the original car's skeleton)Īnd replaced the _RIG file in the package with a new one, I've edited the bones according to my car's wheels position : (it's a simple Z-axis movement)Īnd exported the modded rig using Obsidian's expotron grann圓d exporter plugin (again, from NWN2)Īvailable here : (scroll down till you find GR2 Expotron Exporter) gr2 file using tools from Neverwinter Nights community (NWN2 MDB utilities) I know every car modder must have encountered the same problem I'm currently facing :Īdjusting the wheelbase to match the cloned car to have a correctly working wheel animation, thus limiting the number of models to import. Or, Is it even possible to mod the object's skeleton ? Is it possible to assign new joints from a completely new _RIG (.grannyrig /. I have 2 questions regarding car modding :
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |