Editing Arcane University:Editing Animation Skeletons

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In edit mode, select the vertices around a single bone, then find that bone in the Vertex Groups. Select the bone and click Assign. If you then go into Edit Mode you can see that the results look like this:
 
In edit mode, select the vertices around a single bone, then find that bone in the Vertex Groups. Select the bone and click Assign. If you then go into Edit Mode you can see that the results look like this:
  
[[File:03_balloon_rigging1.png]] [[File:04_balloon_rigging2.png]]
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[[File:03_balloon_rigging1.png]]
  
 
For the segments that don’t have children, select the whole thing and assign it, instead of just the vertices next to the bone:
 
For the segments that don’t have children, select the whole thing and assign it, instead of just the vertices next to the bone:
  
[[File:05_balloon_rigging3.png]] [[File:05_balloon_rigging4.png]]
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Once that’s done you might be able to export it right away (without a shader) depending on your version of Niftools. It’ll be invisible in nifskope if it doesn’t have a shader though. To avoid any issues, I recommend copying the NiTriShape node and the NiSkinInstance (whole branch) into the vanilla animal nif, and then replacing the existing NiTriShape and NiSkinInstance. Then for a quick test you can place that nif in the Skyrim/Data directory in the correct spot to override the vanilla creature skin, and boot the game to see your balloon animal walking around!
 
Once that’s done you might be able to export it right away (without a shader) depending on your version of Niftools. It’ll be invisible in nifskope if it doesn’t have a shader though. To avoid any issues, I recommend copying the NiTriShape node and the NiSkinInstance (whole branch) into the vanilla animal nif, and then replacing the existing NiTriShape and NiSkinInstance. Then for a quick test you can place that nif in the Skyrim/Data directory in the correct spot to override the vanilla creature skin, and boot the game to see your balloon animal walking around!

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