v1.0-1.1 MCM Version
Redefined poses list and poses number.
Add "Ex" and "Weapon Ex" poses which is new figure poses create after ring version.
many old pose is re-adjust.
Old pose 07 and 10 is move to Ex list which is number 06 and 07.
v1.2 MCM Version
Some old idle pose adjust, around 20+ new poses add with different weapon animobject setup.
1.2 Introduction:
First I decide to update to 1.2, I am lazy that I just want to add few idle poses, I hate keep testing and adjusting again and again loop between 3d software and skyrim, It spend a lot of time and so boring. But when I working on it, I imagine that more nice pose position in my mind, and I want see they how looks in the real, at last I add new contents already lot more than I was expect.
Difficult Point:
1.
Build up the pose position. You can't expect once you finish on pose making software such as (3dmax/blender) it will good as well in game, Because the model is bit different between game character and nif model. In this process I need to keep adjusting and compare between different armor and gender until I think it almost prefect enough, If the pose is just take reference from cartoon figure, you can't expect it 100% same, Because skyrim body meshes skinning and skeleton biped construction limit, some position if you twist too much, it will going weird, All I can do is just try the max threshold or change it to fit my personal taste, So you will see few pose have two bit different version because they are also good just depending on your taste.
2.
All new animobject for v1.2 is attach to "weapon" and "shield" node, I have setup a standalone pose group which is play without animobject, So you can equip your custom stuff, eg:(sword/ axe/ hammer/ staff) or whatever you want if you think it is nice for the pose. In there the difficult part is I do not change most animobect position except machine gun, Which mean I have to change the weapon or shield node in the pose instead animobject.
3.
I have to consider how to setup my pose list, define their name for user can easy to choice what pose they want, and easy to figure out the animobject for which pose to use, The reason is for some user who want to modifier those animobject if they intend to.
4.
I have to spend some time to compare between different weapon model and figure out which is better to use for animobject for my poses. Beside, Some weapon model need to custom scale adjust because the origin model are too small or too big, Or need to remove useless properties or re-combine it.
However above few words can not fully describe the difficult that I face when I working on 1.2, or I am just stupid that always something stuck me, Until I solve it, In finally, all result is Epic.
Pretty Motion update record
-
Total views1.5k