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ShadeAnimator

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About ShadeAnimator

  • Birthday 05/16/1990

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  • Animation, Rigging, Game Dev
  • Gender
    He/Him
  • Interests
    Here, helptin modding community with adult animations, and hoping for snuff\necro mods

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  1. Hey guys. On animation front - let me know if there's anything I can help with. I do have very limited time now (work, life, family), so it's unlikely that I will be able to perform any deep hands-on digging, not for a while anyway. But I'm willing to help with anything I can spare. I don't frequent llab, but feel free to find me on Discord, same name on LLab's server. Replies from me will be more frequent there.
  2. @dagobakingMost likely there's a missing object that holds some data needed for connector to work. Object is called "RigConnector_Data", make sure it exists in your scene when you're trying to use RigConnector. If it's a new scene you can copy it over from one of the original rig files, make sure to adjust it's properties if required. As far as I reember it contains names of objects that need to have PointConstraint in addition to OrientationConstraint applied to them. At least it's the only use of "modifiers" property in the script that I can see.
  3. Heya folks, wanted to know if any of you guys had succesfully converted creature animations (in my case the radscorpion) into modifiable fbx formats. I've done so successfully with the human rig using the F4AK, but I can't seem to get it to work with radscorp animations.

  4. I'm not sure, actually, not that familiar with these two sections. Whatever you think is best. I was under impression that "Adult games" section is somehow more about discussing already created games, rather than discussing their production. But if i'm wrong, sure, move it And thanks
  5. Hey all! Please pardon me if this is the wrong thread for this. I'm starting to work on fighting\ryona\snuff game, and I would like to have some input from the community and potential players In short - it's going to be a dark fighting game, focused on ryona, hard and dark kinks and fatalities\snuff. No vanilla here, so if that's not your thing - just pass Oh yeah, Unreal Engine 4. More information and draft prototype video in the QUIZ Working on ryona game (with snuff! ), if you want to help, please answer this quiz. Thanks! And feel free to drop a line here as well, to keep the topic up at least.
  6. It's like with special effects in movies. You only notice that there are special effects in the movies if they are badly-made. Same here. There are a lot of Russians who just talk in English, and you never even know that they're Russan. Like me, or MaikCG, both now working hard to crack Fallout 4 animations. I just felt a bit offended, thats all Russian is a great language, as well as English.
  7. would it be possible to make the leotard craftable/modable into a vault leotard? this could get around the restriction by having it as a separate outfit. Yup, but I'm busy We'll wait Just please make it work eventually, it'd be awesome.
  8. And make sure you're using the correct rig version. F4AK_Rig_Final_2013.max is for Max 2013, and I forgot to update it, it might be broken. F4AK_Rig_Final.max is the original file for Max 2015, you should use this if possible.
  9. I recently downloaded a mod making death cam infinite, and my Ryona soul wonders if there is some way to actually make use of it... Is there any mod, or how hard is it to make one - so that enemies keep attacking player's ragdoll even after death? Or at least something like that?
  10. I think it has something to do with cams. There are two cameras in the scene. One is in the head, another one is under char's legs pointing down. Try exchanging their names. Maybe I messed up their names. Nif importer does not import camera names properly from what I gather. The fact that CAT rig bones are not aligned with the actual skeleton after importing vanilla animation is actually described in the guide. It's said there, that yes, there is this bug, but it will work fine and I don't know how to fix it yet. The only solution is to use another import approach, which is also described in the Guide. One is adding a prefix to the bones in FBX file, which you're probably using. I did not check why this is happening, I think it has something to do with how CAT handles joint proportions. Another one is to import animation on the game skeleton and then use CAT's animation retargeting tool to retarget animation from game skeleton on CAT rig. Please check the guide. And learn a bit more about how rigs work in general.
  11. It's not before everything in the hierarchy of the scene, it's the first object of the game skeleton hierarchy. If you're using max 2015, switch scene explorer into hierarchy mode, and everything will become plain as day. If you're using max prior to 2015, then you're stuck with scene explorer as the only way to view the hierarchy. Is there any scewing when you try to import animation on Biped or CAT rig, or on just the bones? Try detaching skeleton from the rig and importing vanilla animation like that. If that works fine, you can then use the retargeting approach of importing animation from the game skeleton on the CAT rig and then attach the skeleton back to the rig, as described in the guide. But if animation is till skewed after you import it from FBX file onto game skeleton (before moving it to cat) then I don't know what's causing it.
  12. Hey, Apal! As I said, great leotards! Playing with Vault-Tec one, and it looks awesome. But it would be even better if Vault-Tec version was recognizable by NPC as Vault-Tec suit, to help immersion. Is it possible? I'm ok if it'll be separate leotard. I'd prefer to leave both original vault suit and leotard versions in the game, if possible. If not, replacer could work. I tried replacing Vault111 files, mesh worked but it used only black texture, I guess you tied them to armor mods or something. Please help!
  13. Yes, I actually forgot to add annotation track in the final version, sorry about that. It will be added in future versions. I'm not sure, but I think if you download the latest rig version, it should be there. To show up in Dope sheet you need to select the "Root" joint, UNHIDE IT, and then it should appear in DopeSheet.
  14. Its a general advice, high poly counts when not needed are just horrible for optimization. It makes shit unnecesairly take too long to load and hog resources on your PC Yeah, what PueblosWrath said General advice. CBBE's polycount is actually huge. I'm actually not sure, but I think you should also try to use realtime tesselation, I think it's available in fallout 4, not sure if it's available for modders though. It's a cool feature. Basically you don't even need lods, your mehs will be dynamically smoothed (like TurboSmooth in max basically, or any other smooth\tesselation in any other software) when you get closer, also allowing to use displacement maps... anyway: OPTIMIZATION IS KEY! Just don't forget it
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