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I am still learning and to be honest Im still getting the hang of all of this, but hopefully I will manage to master it, it also seems 3DS must be purchased so for now another reason for blender, lol!
Maybe I will knock your door if something else shows up again, it’s rare to find someone so willing to help with these topics!
As for the software, each one has its pros and cons and I had finally started learning a little bit of Blender last year after all this time. If what you're doing is strictly modding for fun then it's not a bad program to use, it has way more support for tutorials, plugins, and finally a decent UI with 2.8 and beyond. Autodesk programs are ideal if this is something you want to do in a more professional aspect since Blender is much more rare in many professional studios, though some studios that are newer, indie, or in certain European countries do use it. I picked 3DS Max because I started back in ~2008 or so and Blender didn't have mainstream appeal among modders like today.
Nonetheless, sounds like I should give it a try to 3DS Max now that the model is fully completed to adjust this because when attempting in blender looks like I keep messing it and model stenches terribly, lol!
Thanks a lot and I do apologies if I spammed a lot the comments section. I will give it try so wish me luck!
@AgentAle47 I'm not sure of any script. When I came up with the method originally back in ~2014, I was seemingly one of the only people in existence that wasn't using Blender outside of professional use so I had to try to water everything down into basic concepts that people could try to translate directly into Blender.
The method just uses Source's Delta animation system. The basic version is animation01 - animation02 = animation03. This makes additive animations which are normally used to subtract a skeleton from itself to make animations that can be played over anything (think animations like stretching, scratching, flinching when shot, etc). You'd want these to work regardless of what the player is doing.
You can use the exact same method to adjust the player's proportions by subtracting your modified skeleton positions from the basic skeleton's positions. Any difference in position, rotation, etc. gets turned into an additive animation that plays over all existing animations so really you can adjust the bones in any way you want.
The main thing you want to match is the rotations of each bone. Unless you deliberately want to change rotations for any reason, modifying the proportions is typically only modifying the length of any bone. If you have two skeletons that are identical, but one has the shoulders moved up 5 units, then subtract them from each other, that 5-unit shoulder movement becomes a delta (difference) animation. Using $autoplay would then play that 5-unit shoulder movement as a base animation over all other animations.
Sadly, Im using blender, I haven’t tried 3DS Max, and I do apologize if I sound dumb with my inquiries, as I have recently jump into making player models and NPCs.
I followed a tutorial consisting around 7 videos on YouTube, and everything want fine, in the tutorial, there’s a step where you use an older version of blender to open a .Blend file that has a script (found on GitHub) to do a series of steps that will fill in the missing bones (in case there’s any) as well apparently add the female or male animations reference, I think it also does the proportions. You also align the feet and “ankle” bones to make sure they are aligned in the correct position.
What I would like to achieve is to make shoulders a bit lower so they look more feminine, player models I am working are female characters, so I really don’t know how to do it using the tutorial I watched, hence I though about asking for help.