Editing Arcane University:Editing Animation Skeletons

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==Step 6: Applying skeleton edits to an existing skin nif, WITHOUT deforming that skin.==
 
==Step 6: Applying skeleton edits to an existing skin nif, WITHOUT deforming that skin.==
 
(Skip this step for balloon animals, they are intended to deform with the skeleton edits.)  
 
(Skip this step for balloon animals, they are intended to deform with the skeleton edits.)  
 
 
Skins include a copy of every bone’s 3D data. When transforms are applied to the skeleton.nif, the skin nif uses its copy of the bones to decide how each vertex should move. So, if you move the jaw bone of a skeleton and then preview that creature in-game / in-CK, you will find that vertices rigged to the jaw have moved to a new position.
 
Skins include a copy of every bone’s 3D data. When transforms are applied to the skeleton.nif, the skin nif uses its copy of the bones to decide how each vertex should move. So, if you move the jaw bone of a skeleton and then preview that creature in-game / in-CK, you will find that vertices rigged to the jaw have moved to a new position.
 
 
But what if the skin was already in the correct position, and you just need to adjust the bone placement to work better with that existing skin? You move the jaw bone to the position of the skin’s jaw, look in the CK, and now your jaw is no longer where it should be.
 
But what if the skin was already in the correct position, and you just need to adjust the bone placement to work better with that existing skin? You move the jaw bone to the position of the skin’s jaw, look in the CK, and now your jaw is no longer where it should be.
 
 
Other 3D editing software might handle rigging differently but with Blender, this step was also necessary when going back and forth between skin (rig) edits and skeleton edits.  
 
Other 3D editing software might handle rigging differently but with Blender, this step was also necessary when going back and forth between skin (rig) edits and skeleton edits.  
 
 
Using ck-cmd:  
 
Using ck-cmd:  
 
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1) Add your custom skin.nif and skeleton.nif to the ck-cmd input folder  
1) Add your custom skin.nif and skeleton.nif to the ck-cmd input folder  
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2) Open a Windows terminal (a.k.a. command prompt)
 
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3) Navigate the terminal to your install folder with this command:  
2) Open a Windows terminal (a.k.a. command prompt)
 
 
 
3) Navigate the terminal to your install folder with this command:  
 
 
cd “my\install\folder\path”
 
cd “my\install\folder\path”
 
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4) Enter this command:  
4) Enter this command:  
 
 
ck-cmd retargetskin -i "input/skin.nif" -s "input/skeleton.nif" -e "output"
 
ck-cmd retargetskin -i "input/skin.nif" -s "input/skeleton.nif" -e "output"
 
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i. Change “skin.nif” to whatever your skin is named.
i. Change “skin.nif” to whatever your skin is named.
 
 
The modified skin is now in the output folder.
 
The modified skin is now in the output folder.
  

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