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[3ds Max] Skeleton Controller Rigs - Draugr v0.13.2 (2015-09-22)


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Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

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Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

 

I don't know. I don't have HDT installed.

I don't even have SL installed. Only vanilla bones are beings used. I'll need to get HDT and run some tests.

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Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

 

I don't know. I don't have HDT installed.

I don't even have SL installed. Only vanilla bones are beings used. I'll need to get HDT and run some tests.

 

 

Thanks for installing HDT and testing.

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I've just set up HDT and my exported animation is working with bounce.

 

Thanks for this confirmation. I get bounce on the breasts, but no bounce on the butt. Can you get the butt to bounce on an exported animation?

 

The butt not bouncing isn't a big deal and I've moved on. On a side note, without this controller rig there is no way I could make animations properly, thanks again!

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Yes. Simply link the Hand_IK Ctrl to Root_Ctrl.

 

Click Select and Link button.

Click Hand_IK Ctrl. The cursor will turn into the link icon.

Click and drag (you will see a dotted line) over to the Root_Ctrl and release click.

Click Select and Move to get out of link mode.

post-8195-0-13978500-1410887733_thumb.jpg

 

The hand will now be independent of the COM_Ctrl. Link the Hand_IK Ctrl back to COM_Ctrl if you want the default behavior back.

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Yes. Simply link the Hand_IK Ctrl to Root_Ctrl.

 

Click Select and Link button.

Click Hand_IK Ctrl. The cursor will turn into the link icon.

Click and drag (you will see a dotted line) over to the Root_Ctrl and release click.

Click Select and Move to get out of link mode.

attachicon.gifCapture.JPG

 

The hand will now be independent of the COM_Ctrl. Link the Hand_IK Ctrl back to COM_Ctrl if you want the default behavior back.

 

I appreciate all your help so far. This helps a great deal.

 

I had one more question.  There is no possible way to get symmetry working is there? For example posing the left side then clicking a button that copies the left to the right side of body?

 

Or perhaps there is a way to click on a blue or red gizmo, copy it's values, then paste them all onto the opposite object, then adjust for the opposite differences if any.

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This looks really cool: was wondering if this rig is capable of doing some of the more suttle movements like new vegas ??

http://www.loverslab.com/topic/23986-wip-sexoutng-new-animations/page-51?do=findComment&comment=935193

 

Also does your rig allow hip, Bone roll, heel roll knee roll etc.. ??it looks really good i never gotten that far in 3dmax but blender was totally different. i see you have FK/IK does it allow you to turn it off and then make animation FK then switch to ik like blender ?

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I want to say 'not that hard' if this theory works:

 

Import 2nd skeleton, delete unneeded bones, link new bones to hierarchy. Set up controls.

 

What I'm in the dark about is how to export this. You'll need a new rig.txt. And how does the skeleton.hkx relate to all of this?

 

You'll also need bodies with skinned vaginas. Let's see where HDT vaginas head.

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Import 2nd skeleton, delete unneeded bones, link new bones to hierarchy. Set up controls.

 

What I'm in the dark about is how to export this. You'll need a new rig.txt. And how does the skeleton.hkx relate to all of this?

 

You'll also need bodies with skinned vaginas. Let's see where HDT vaginas head.

 

1. With the rig.txt, the new bones can manually be added to the list, but they have to follow a specific order I think.

 

2. the Skeleton.hkx can be converted to a skeleton.xml using:

 

hkxcmd convert skeleton_female.hkx skeleton_female.xml

 

That xml has to have the new bones added to it. 

 

3. you then convert the skeleton.xml back to hkx

 

hkxcmd convert skeleton_female.xml skeleton_female.hkx -v win32

 

I'm no export on this and have just scratched the surface.

 

 

ON A SIDE NOTE

 

Pornphile, I was wondering if you could help me figure something out.

 

I have a vagina model that I've skinned to NPC r Pussy 02, npc l pussy 02 bones.  The vertexes that I assign to these bones mess up in game.

 

But, if I skin the sides of the vagina model to say the calf bones or the skirt bones, everything animates properly.

 

Do you have any idea what is wrong with those npc pussy bones?

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I've imported these bones into your scene that are intact and connected except for the pussy bone.

 

post-332693-0-35501500-1412037991_thumb.jpg

 

Do I simply use "select and link" connecting the pussy bone to the NPC pelvis bone?

 

You said I need to setup controls, do I have to do this or can I just manually move the bones to animate the vagina?

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The controller rig has 4 vagina bones that you can try to skin to instead. You can animate them manually.

 

NPC R Pussy01

NPC R Pussy02

NPC L Pussy01

NPC L Pussy02

 

You need only link the top hierarchy bones to the pelvis. For example, NPC R Pussy01 is linked to Pelvis. The hierarchy is thus:

 

NPC R Pussy02 --> NPC R Pussy01 --> NPC Pelvis [Pelv]

 

Everythings already linked in the rig. Sorry, I can't help with skinning issues.

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The controller rig has 4 vagina bones that you can try to skin to instead. You can animate them manually.

 

NPC R Pussy01

NPC R Pussy02

NPC L Pussy01

NPC L Pussy02

 

You need only link the top hierarchy bones to the pelvis. For example, NPC R Pussy01 is linked to Pelvis. The hierarchy is thus:

 

NPC R Pussy02 --> NPC R Pussy01 --> NPC Pelvis [Pelv]

 

Everythings already linked in the rig. Sorry, I can't help with skinning issues.

 

Those bones are broken.   Any time I skin either the body vertex or vagina vertex to them, I get vertex problems in game. I cannot figure out why.

 

But, if I skin to say calf or skirt bones, everything works fine.

 

I'm currently deleting those bones above and reimporting these bones:

 

post-332693-0-35501500-1412037991_thumb.jpg

 

Do I simply use "select and link" connecting the pussy bone to the NPC pelvis bone?

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