Description
Last updated at 6:38, 21 Feb 2014 Uploaded at 15:02, 14 Feb 2014
I've been working for a while now to move Two Handed Swords from the back to the hip as a baby step to a much grander plan of overhauling weapon sheathed positions, and drawing and attack animations to be more reflective of real life martial arts.
This is the first step of that plan.
To accomplish this goal, I've created a new bone on both the male and female skeletons named WeaponLongSword, it is a re-positioned copy of the WeaponSword bone. I've changed all the vanilla/vanilla expansions Greatsword meshes to attach to WeaponLongSword rather than WeaponBack. In addition to these steps I've changed the Two Handed Sword Equip and Unequip animations to be the same as One Handed Swords.
Currently Greatswords are displayed in the correct position, HOWEVER when drawn the mesh does not move from the hip and the character is left swinging an invisible sword while the actual sword remains sheathed.
THIS IS AN ALPHA BUILD
I am posting this here now because I can't seem to find anyone who can help me solve this bug. I'm asking the community for help in solving this problem that I can't seem to solve on my own. Please download, and review my files and give your ideas for how I might correct this bug so that I can post a working release, and move on to the next step of my plan.
With Many Thanks,
Don Calzone
A note on the screenshot I posted: That sword mesh is an altered copy of the Dragonbone Greatsword mesh from the Better Shaped Weapons mod created by LeanWolf. IT IS NOT AVAILABLE IN THIS MOD. I only used vanilla weapons that I altered a variable on.
UPDATE Alpha 0.0.2:
I've decided to change my method. I added a parent node to WeaponBack and have used it to manipulate WeaponBack into a desirable position. Two handed swords work reasonably well, and now the plan is it create a series of child nodes that reflect back up the path I created by moving WeaponBack, when finished the final child node should be in the exact same position and rotation as the original WeaponBack location, and Axes and Maces will be placed on it so they will function normally. This is however easier said than done, I'm currently exploring the limitations of this method, and am searching for ways to get around them.
This is the first step of that plan.
To accomplish this goal, I've created a new bone on both the male and female skeletons named WeaponLongSword, it is a re-positioned copy of the WeaponSword bone. I've changed all the vanilla/vanilla expansions Greatsword meshes to attach to WeaponLongSword rather than WeaponBack. In addition to these steps I've changed the Two Handed Sword Equip and Unequip animations to be the same as One Handed Swords.
Currently Greatswords are displayed in the correct position, HOWEVER when drawn the mesh does not move from the hip and the character is left swinging an invisible sword while the actual sword remains sheathed.
THIS IS AN ALPHA BUILD
I am posting this here now because I can't seem to find anyone who can help me solve this bug. I'm asking the community for help in solving this problem that I can't seem to solve on my own. Please download, and review my files and give your ideas for how I might correct this bug so that I can post a working release, and move on to the next step of my plan.
With Many Thanks,
Don Calzone
A note on the screenshot I posted: That sword mesh is an altered copy of the Dragonbone Greatsword mesh from the Better Shaped Weapons mod created by LeanWolf. IT IS NOT AVAILABLE IN THIS MOD. I only used vanilla weapons that I altered a variable on.
UPDATE Alpha 0.0.2:
I've decided to change my method. I added a parent node to WeaponBack and have used it to manipulate WeaponBack into a desirable position. Two handed swords work reasonably well, and now the plan is it create a series of child nodes that reflect back up the path I created by moving WeaponBack, when finished the final child node should be in the exact same position and rotation as the original WeaponBack location, and Axes and Maces will be placed on it so they will function normally. This is however easier said than done, I'm currently exploring the limitations of this method, and am searching for ways to get around them.
