[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
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Comments
please explain to me what this virtual bones rigged model thing has to do with the size of the mouth
Why are you so obsessed with the size of the ninja mouth anyways? Feels like there is something else to this.
I LOVE the way my elin sorcerer looks, but for whatever reason i cannot replicate it with the same slider options on any other class. If I take my elin sorcerer and use a class change voucher will it maintain the same appearance or will it be warped?
If you take the sliders of your sorcerer onto any elin other than ninja or reaper, they will look exactly the same. Ninja and reaper are the only ones who have different facial expresions. I do not have much knowledge about virtual bones and models, so i tend to leave that stuff to the ones who do know about it. I suggest you to do the same and stop worrying about it so obsessively.
why do the ninja and reaper have different facial expressions??
ask bhs, it is same with brawler
Explaining all for the sake of info for others to understand as well how these things work behind the scenes.
When creating characters that later need to be animated, devs create a set of virtual "bones" which are pretty much just sticks you can use individually or join end to end and use the points where they join as pivots to rotate the bones, just like your arm can rotate and move around on your shoulder, elbow and wrist. For humanoid characters, they look pretty much like a skeleton. This skeleton is hidden on the end product.
Here's a project of mine viewed in the blender 3D app:
The blue things are the bones. The green things are handles I can use to move and rotate the bones for testing purposes.
To animate a face, some of these bones are added to areas like mouth, eyes, sometimes cheeks and on some cases hair. The character model is rigged onto that skeleton. Rigging is pretty much like telling the polygons on a model to what bone they should move with when the bones move.
After making the bones and rigging the character, animations are made. An animator moves the bones around, positioning them in a timeframe, ending in a complete animation.
In the case of the elin ninja, the animator apparently didn't account to where the mouth bones where when he made the ninja idle animation. That, or it was his preference to make it as such. In the end, the mouth bones are rotated a bit more to the inside in the ninja idle than in classic elin animations.
thank you that was very informative