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InsideQC Forums • View topic - Help: Re-ordering bones issue

Help: Re-ordering bones issue

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Help: Re-ordering bones issue

Postby OneManClan » Fri Jan 27, 2017 4:57 am

OneManClan
 
Posts: 247
Joined: Sat Feb 28, 2009 2:38 pm

Re: Help: Re-ordering bones issue

Postby OneManClan » Wed Nov 13, 2019 12:33 pm

UPDATE: 2019 and I thought I'd revisit this (still unresolved) situation.


Q: Does anyone know / can explain the relationship between 'the order that bones are made in Blender', and 'their bone numbers' (after export to IQM)?

thanks!


OBJECTIVE: To control the legs and torso seperately, so the legs can be animating slower (eg if walking slower), while having the upper body animate 'normally'. The way to do this is using 'bone range' in skel_build(). This means we need the bone numbers of 'the lower part of the body' to be all contiguous.

Having failed to change the bone numbers of my existing player model during export, I made some minimalist test armatures, to find out the relationship between 'the order that you make the bones in Blender', and 'their number after export'. But I still can't figure it out.

I tried making the skeleton in different orders, eg
1. starting at the foot, going up by extruding at the bone's tail
2. starting at the head, going down by extruding at the bone's head

It seems that the bones (as exported via the iqm exporter) are not numbered 'in the order that you made the bones in Blender', and while I'm sure there's some logic to it, I can't see it. I'd post details on my findings if it helps, but I thought I'd check out if anyone knows a way to 'do it right in Blender', so you don't need to reorder bones later.
OneManClan
 
Posts: 247
Joined: Sat Feb 28, 2009 2:38 pm


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