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carenrose
1st May 2011, 05:24 PM
I think this is where I would ask this, :P

I noticed yesterday that in Milkshape, the infant's skeleton is not "joined together" like the other ages ... that is, when you rotate a joint (like the shoulder) it moves *only* the vertices that are assigned to that joint and nothing farther down (the arm), because the joints aren't connected.

Is there any way to fix this, either in exporting a body mesh from SimPE or in Mikshape itself?

It would make creating deco babies a lot easier, rather than trying to pose them by selecting and moving vertices.

Echo
18th May 2011, 10:45 AM
You can certainly adjust the joint hierarchy, although you'd want to do it in a separate object (or else break all the in-game baby animations!).

This isn't exactly what you're after, but there's a tutorial here:
http://modthesims.info/showthread.php?t=270622
which talks about creating new joints and linking them up. In the case of the baby, you already have the joints, you just want to link them up. :)

carenrose
2nd Jun 2011, 02:41 AM
Thanks.

I have the problem now that the skeleton appears laying down when I import it. Playing with values in the CRES in SimPE, I found editing the "quaternion" W value and/or the "angle" value of buskel produces results. However, all I could get it to do is stand on its "head." The quaternion value thing can only be -1, 0, or 1, it seems, and when you change that, it automatically changes the angle value, and vice versa. Unfortunately, I have no idea what the word quaternion even means.

Mootilda
2nd Jun 2011, 03:42 AM
http://en.wikipedia.org/wiki/Quaternion

Quaternions are used in computer graphics because they make it really easy to do rotations and they take up far less space than matrices.