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All Discussions > Help > Topic Details
ficool2 Dec 29, 2016 @ 2:58pm
Deleting root bones without skeleton moving/rotating?
So I am fixing up some of my old TF2 weapon mods from 2009. These are rigged onto the Valve biped and have custom animations. The problem is they are a v_model so I have to convert them to use c_models. Anyway, I am running into a problem with the armature. The armature is organised like this:

0 "Bip01" -1
1 "Bip01 Pelvis" 0
2 "Bip01 Spine" 1
3 "Bip01 Neck" 2
4 "Bip01 L Clavicle" 3
5 "Bip01 R Clavicle" 3...

I need to remove the bones Bip01, Bip01 Pelvis and Bip01 Spine. However, upon removal, the skeleton loses its rotation and position and becomes a mess. So my question is, how do I remove these bones without the skeleton moving or rotating? (Basically making it stay in its place after removing the root bone)
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Showing 1-2 of 2 comments
xdshot Dec 29, 2016 @ 8:29pm 
You'll probably need to duplicate your old mesh and re-rig it on newer c_ skeleton. And re-animate it. The easiest way is to use constraints.
Dota-Art Dec 30, 2016 @ 9:11am 
You need to pass parent bones's animations to a childs's bones and then remove the needs's bones.
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Date Posted: Dec 29, 2016 @ 2:58pm
Posts: 2