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JohnHead444

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About JohnHead444

  • Birthday 08/24/1980

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  1. Ok thanks for the heads up on being able to animate more then one actor at a time. Probably wont be doing 7 actors but never no. Been using blender for a long time. Might be time to give her a rest. Was able to get 2 animation out of blender and in game when shade animator first came out with his guides. But the finger bones where all screwed up. All right that's all I've got's will start hunting for 3d max tut's.
  2. Hey dagobaking just want to say this is looking pretty damn cool so far. Thanks for all your hard work. Looking forward to see where this goes. Reminds me of sexouts early days that sat for some thing like a year before any one took it up again. Going to try my hand at 3d max for making anim's and wondered if there gonna be set positions for each actor as far as root bones/com bone go in 3d max. Not even sure what bones are what yet. But in skyrim and fallout 3/New vegas if the com bones where to close it would cause that jittering in the animation. Had to set them around 40 to 80 distant from each other. Looked at your animation guide and see that you can bring 2 actors into one scene? That would be helpful. Worked a lot with old 2.49 blender no animation pretty well but haven't even scratched the surface with 3d max yet. But it doesn't seem a whole hell of a lot different. Actually hate to say but it does seem better in a lot of ways. Any hoo just wanted to drop in and say hi hopefully will help sex up the common wealth soon. Happy modding...
  3. I don't no if this helps in the least bit sense i no nothing about scripting or programming but here's a shot at it............ This is CIPSCIS Words Not mine. There's one particular difference between Papyrus and the scripting language used for Oblivion and Fallout 3 that's giving a lot of people trouble. Even a fair number of experienced scripters have been tripped up by this. In the old scripting language, it was possible to use some base form or persistent reference in a script just by using its editorID. However, if you try to do that in a Papyrus script you'll find that it won't compile. What you need to use instead is a property. The way in which you'll almost always want to declare a property in Papyrus looks like this, using the type "ObjectReference" as an example: ObjectRefererance property MyRef Auto Taken from this site. http://www.cipscis.com/skyrim/tutorials/editorids.aspx I would really like to see the finale stage of this frame work because of all the things you could do with furniture the possibility's are endless and would be so much easier to animate off from. You can only do so much on a flat surface. Any way hope it helps and for the love of god would some one who has programming/scripting experience help the guy out or at least say some thing. Hope this helps have fun and best of luck to you.
  4. Moving bones in blender or any other program is a big job. You would need to for blender as a example. Move the skeleton penis bones. OK easy enough so far. Then once your settle with that you have to export the bone and the mesh in one nif file. Then export the bones without the mesh to get the bone set up as they would be in the skeleton .nif. Then you need to copy and paste all the bones out of each nif file into the nif that you are using and delete out the current ones. Also making sure all the bones pasted are name exactly the way they where in the exported nif file. Once all that's done now you need to open up the hkx skeleton in xml format. Scroll down to where you see .... <hkparam name="referencePose" numelements="120"> (0.000000 -0.000000 -0.000000)(0.000000 -0.000000 0.000000 1.000000)(1.000000 1.000000 1.000000) (-0.000000 -0.000000 -2.000000)(-0.000000 0.000000 0.000000 1.000000)(1.000000 1.000000 1.000000) All these need to be changed to the new positioning that you moved the bones to. so you would need to find out which ones are the position for the bones you moved. Then change them to the new positions. Now in the skeleton.nif at the top click on view and turn on inspect. A new window will pop up and click show local transform on to get the right measurements. The first at the top XYZ are for the first 3 positions. Every thing under Quaternion rotation are for the next for positions. The trick is the first one W is actually the last one you put in. so you would start at X. Any way I'm just trying to tell you how much is involved with just trying to move even one bone and have it work. BUT! There is another solution that's pretty easy and might work for you. Open up the skeleton.nif and right click on the pelvis bone or any bone actually. And go down to block and insert then scroll down to NINode. Once you have your New NiNode copy and paste all the penis bones to this node. Then delete the penis bones you just copied. Then copy the new NiNode and paste it to the pelvis. Then you can move the NiNode around and it will change in game. Dont apply or any thing after moving it though. just move it to where you want it and save. Done! I don't no much about sos so this may or may not work. Hope I didn't come off as a dick and hope this helps.
  5. Also for the unweighted vertices in the weight menu where you deleted the weight just hit assign. Then un highlight the vertices by hitting A on your key board so there all purple on your key board then export again. Hopefully it go out this time. Hope this helps and don't give up it can be a real pain in the ass getting it down.
  6. I had a thought or just some thing I've been trying to get working. Lets say using blender you export a .nif file like these animated armors. So that your animation is attached to the nif instead of a kf file. Then you add this as a armor to the game and use the nif file to play animations instead of the hkx system. Just a thought. Sorry if this has been mentioned or thought of but I've been trying to just get a simple animated body working. Then thought I would mention it here.
  7. Sexout will work with (A Requiem for the Capital Wasteland Mod) in fo3. But this mod is a bitch to get working. You have to have both fo3 and NV to use it. Also read the comments on the mods nexus page. there are a few people working together to get the mod working better. Other then that animated prostitute was about the only mod I ever use other then sexus for fo3. Hope this helps.
  8. Wow that looks pretty cool! I made a legion rape animation a while back that had a leading up to the sex act. but I guess I never pushed it at the time. It started as the female with idle breathing animation on the pole. then the legion started to head towards her and grabbed her up. Then the last key frame was the first key frame to the actual sex. It worked well enough in blender. But if this can be put in the mod I wouldn't mind trying to make some leading up to the sex anims.
  9. Thanks for the replies Donkey. That kinda sucks because I like to change the sizes of the female and male races. Asian female are shorter and what not. But I guess it is what it is.
  10. I have a quit stupid simple question. I've been using a esp to test new anims and finally have it working through modders resource in idle animations. But now the up,down,left,right keys don't do any thing. I didn't no if this has been removed or if I need to add some thing. The esp's set up through simple Greetings then choices where you just pick what position you want it as through dialogue and for the actual sex choice I put in is.... set SexoutNG.actorA to player set SexoutNG.actorB to GetSelf set sexout.anim to 10002 CIOS SexoutBegin So I just didn't no if it had been removed or if I'm doing some thing wrong. Let me no and thanks.
  11. Hmmmm??? I no there was a animation in oblivion that had the same problem. Where you where spouse to get rape by imp or some thing the little flying dude in caves. but when it happened you where still on the ground while the flying dude was humping the air. Maybe the creature skeletons don't play to great with the npcs or some thing. But when you do a chick getting it off the ground it works just fine.
  12. How is the hight determined when an npc is imported ?? right now i only see raster, but how do i know if i increase the hight it will also increase ingame ?? so far i tried it within blender but somehow the npc is th same hight,as if i leave it on the raster. This is only part still eluding me, i have made some basic templates but maybe you could take a look and say what is wrong with it. OK I'm not sure what your going for here. Are you making bigger creature? Or is blender importing them that big. I notice the fire ant is huge. Just huge!!!! If blenders bringing them in that way. WTF! But to make animation work for bigger creature it does work but wont increase there size through the animation. The only way I can think of making them bigger would be through the geck. All can can think of to see what size things are is through the transform property's window. When you hit "n" on the keyboard. I did make a tall dude in fo3 at the hight of 1.200. Then increase his size in the animation blend file and it worked like a charm in game. Blender as far as I can tell will keep the scale of the armature when exporting the kf file. But wont increase the size of the character. Um to get a animation to work for a creature that is imported to big. It seem like you would have to trial and error by shrinking the creature until the animation plays right in game. I'm kinda slow let me no if this answers the question some what or completely leaves you scratching your head in frustration. No i was talking about how high they are in game ?? somehow when doing the cazador i wanted to make it so it grabs you in the air and fucks you there and then drops you again, but somehow everytime i create an animation it is always on the ground. no matter how high the animation is in blender. the only way i was able to fix this is with nifscope, and adjust the hight in there, but that is not fix since nifscope is very consuming and i don't want to change so much in nifscope. I'm not sure but I think like weapon animation you need to move the sceneroot bone with all the other to get them in the air. Unless you all ready did that.
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