Question in the title. When I import a decompiled model to use it's skeleton for rigging, it imports strange, small bones. An image explains it better.
https://files.facepunch.com/forum/upload/229383/45c1ed36-372c-4b2f-821f-352ea4227f08/blender_2018-05-28_18-46-17.png
https://files.facepunch.com/forum/upload/229383/1af32f7b-b845-45cb-b9d5-f7128bdf8396/blender_2018-05-28_18-45-56.png
Afaik It usually imports with a sphere as the bone shape, except if you disable that. That aside it always imports like that. It's using the exact rotation axises from the file, not making child connections. Doing connections usually looses this identical and precise axis needed for the old animation files. That's why you should not change it. In terms of the axis rotations itself, most of the old skeletons are designed with y-up and 3dsmax, hence why the bones are all 'pointing' in the wrong direction (90° locally rotated) in blender, which is z-up. If you don't use animations and wanna mess with this, you could use the rotation orientation "normal" and rotate all bones with "individual pivot" by 90° on one of the axises. Figure it out which one gives you the correct result
If you want, you could export it as an FBX file then reimport it and toggle the "force connect children" option. That should connect everything. It may or may not mess up the bone rotation, but it'll save you the time of reconnecting everything.
Thanks! That worked. Hopefully this won't be messed up on export.
Wrong bone orientation, you will need to rotate them properly
Yeah, it might help you connect them, but like I said, it could potentially break orientation.
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