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[Question] Bone Orientation Fiix #240

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LinKotori opened this issue Sep 1, 2024 · 2 comments
Open

[Question] Bone Orientation Fiix #240

LinKotori opened this issue Sep 1, 2024 · 2 comments

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@LinKotori
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After importing the bones, the Primary Bone Axis does not align with Y-axis in blender, making the bones visually disjointed and inconvenient for animation editing. Can this be changed in future updates?And what should I do if I want to import SE animation?

@TokyoSU
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TokyoSU commented Sep 1, 2024

And what should I do if I want to import SE animation?

Only LE animations is supported for now, you will need to wait until supported.

@BadDogSkyrim
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I think there are tools to convert SE to LE. Or at least SE to XML and then you can convert that to LE.

I've done the bone orientation different ways. The current orientation matches what's in the nif, so it's simpler from that point of view. I could (and used to) throw in an extra transform to line the skeleton up but then I have to adjust other things that are connected to bones, like connect points and (I think) animations.

If I were to give you that transform, would you also want the bones to connect up head to tail? That looks terrible when bones are in the octo view, but maybe it would be better?

Really, I figure most animators are using some sort of rig anyway, so exactly how the skeleton is handled isn't so important.

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