4.1.3.3 Transfering bones between meshesTo show you how to transfer bones from one mesh to another, ill use another example. Let's say you want to make a character addon mod that replaces the vanilla female character with a nymph (also vanilla). You extract the nymph mesh and textures, copy them to your main game Database folder (you are probably familiar with the directories if you played any of my addon mods) and rename them to default female ones. Seems easy, but when you launch the game the attach points are a mess:
Normal adjusting of attach points won't be enough in this case. Why? Because the two meshes have different bone position, size and rotation, which makes things even harder. However, transfering bones can help. All you have to do is copy the data from human female bones and replace the nymph bone data. The nymph mesh appearance won't change much, but with some adjustments human armors will fit much better. Lets start with Bone_Head. We open the female model in another instance of MeshView and start transfering the data:
Again, you dont need to copy values containing letters - they are insignificant. And here too we dont touch the Origin column. Save the Nymph mesh with the changes and launch the game to test:
Even with this small change it looks much better. Now we can move to adjusting the torso. After tranferring Bone_Spine01 however (the lower torso bone), the helmet and armband positions are moved:
Hehe, you didn't think it will be THAT easy, did you? Bone_Spine01 is a parent bone of the upper body chain, so all its children bones get affected even by a slight change. We have to transfer the entire chain, which gones like that: Bone_Spine01 > Bone_Spine02 > Bone_Neck01 > Bone_Head; and for the arms: Bone_L/R_Clavicle > Bone_L/R_Shoulder > Bone_L/R_Forearm and perhaps Bone_L/R_Wrist. Its better to start with transferring the upper torso and neck bones. When you reach transferring Bone_Neck01, you may notice that the bone is named differently on the nymph (just Bone_Neck without 01). Is this important? Yes, because we want the nymph to react better to human animations. Right now the neck of the nymph is "stiff", like wooden. Well, adding "01" to the bone name will fix that:
Left - Before, Right - After