• Civil Protection models stretch their bone to the origin when set to zero
    3 replies, posted
I'm making a player model merger and I've gotten it down pretty well. The only issue is that for the CP models, setting their bone scales to near zero will cause some parts of them to stretch out to the origin of the map. This doesn't happen with any of the others I've tested so I was just wondering if anyone knew what specifically causes this in the bone Picture below, you'll see what I mean: https://i.imgur.com/KqwzzIB.jpg
Some models don't have half of the finger bones, so when you merge the ones that do onto the ones that don't, the finger bones don't know where to merge and they default to the map origin
That makes a lot of sense, didn't even consider checking that. I'll have a look at robotboy's easy bone merge and see how he handles it!
It has the same exact problem, nothing you can do about it. It's a problem with how the engine handles bonemerge (instead of just folowing the original parent bone if a newbone is not available, it uses the map origin, thus looking weird). What you could do is create a third invisible model, a "linker" one if you want, that has all the finger bones parented to the hand (fingers wont be moving relative to fingers, but will stop them from being centered around the map origin), merge that onto the target model, and then merge the model you want onto the linker model.
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