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pornphile

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  • Birthday 08/19/1977

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  1. Relevant to my interest. Which Max tools are they? Is the Maya tool this? I've heard mentions of an animated penis. Is it too optimistic to assume this is for humanoids?
  2. Is ENB still the main go-to for post processing? Nothing new like Sweetfx has overtaken it?
  3. I don't actually play the game any more. Just interested in modding aspect. This wasn't meant to start some war between LE and SE. Just wanted to hear thoughts from people who have their finger on the pulse of modding. Last I remembered, LL search functions were kinda blah. I'll know which game to come back to. Thank you for your thoughts. I see SKSE has higher version in SE but lower runtime. Is SKSE fully developed for SE? From the sound of things, it doesn't look like SE modding tools are caught up yet. Or will be at all? Mostly interested in animations. Any new tool, tech or mod advances in the past year or so
  4. Hi, I've been out of the loop. Someone catch me up on the mod scene. What's the state of SE vs LE modding? Is SKSE for SE mature? Is there LL,ENB for SE? Basically, which version is more active with community support? Last I remember SE modding wasn't as robust as LE.
  5. Glad you got it working. Like I said above, I used Bone Tools to disable scaling which fixes the scale/skew problems. Using Reset stretch/scale is an old method. 3ds max isn't so bad. Just like anything else, the longer you use it, the more familiar.
  6. I cleaned up the skeleton by disabling scaling from Bone Tools. Should be free of invalid scale/skew issues now. I've also included a test export as xml but can't test in game at the moment. Use hktcnv to convert to hkx. XPMSE 3.0 2010_Cleaned.7z One concern might be that Havok is complaining about missing weapon, shield bones. I've never worked with weapons so I don't know how this will affect things. Should be able to just simply rename the bones to match the rig.txt(case sensitive). I think XPMSE changed the bones to have prefix "Default" in their names. But first try without renaming anything and ignoring errors. All skeletons are fundamentally the same. Just nodes in a hierarchy. Skyrim skeleton is no different so any 3ds skeleton tutorial is fine. However, when we're talking about adding new bones to the skeleton in game, that's when it gets a lot more complicated where you need to edit Havok assets. You'll have to talk to groov if you want to do this. Also wishnot(creator of centaurs). But just editing the skeleton within 3ds max is straight forward.
  7. First and last frame should be the same. No need to delete. If your animation is 0-51 frames, specify 52 in "Loop Animations" part of HCT configuration. 7:06 in video. For range 0-51, frame 0 counts as 1 frame.
  8. I use Max 2012. Max can save files 3 versions back. Layers are very easy to use(like photoshop layers) but you don't even have to mess with them because most of the useless stuff is already hidden. Another way to navigate the skeleton that you can try is to use schematic view: Graph Editors > Save Schematic Views > Schematic VIew 1. This will give you branching hierarchy I sometimes experience flickering display. Maybe it's from saving files backwards? Maybe 3ds max glitch/bug? I don't know the cause. I don't know about the differences between breast bones. Maybe it's the difference between BBP and TBBP. You can see in "XPMS RIG 3.0 BBP.txt" that "Breast" is not even used. The XPMSE page says its compatible with both BBP and TBBP so I'll assume so.
  9. I got the max file from the Nexus link as posted. I simply saved it to Max 2010 format(If you weren't able to do so yourself). What showstopper is preventing you from using this file? I think you are getting hung up on expecting a certain number of bones in the skeleton. The "XPMSE 3.0 2010.7z" file I posted has ~370 bones/nodes. However, a lot of these bones are for CME/Bodyslide/HDT and are not used by animators. Take a look at "XPMS RIG 3.0 BBP.txt" and you will see 129 entries. This is what is exported, not all 370 bones. All of the useless bones are already hidden in their own layer if you want to delete them. For what purpose do you need such a specific skeleton?
  10. I thought later NifTools are good for meshes but not good for animations? Seems to be different branches of various versions. Kind of confusing. Here's my version for Max 2012 if it helps: Here's XPMSE resource files for Max 2010 found from https://www.nexusmods.com/skyrim/mods/68000: XPMSE 3.0 2010.7z Only Max 2010-2012 has a proper HCT exporter as far as I know. What groovtama max file is this? There's some confusion here. "NPC Root_ctrl" or anything with "_ctrl" suffix are custom added objects found in my IK rigs. Do not import animations with this rig(the file from your google drive). Instead, use a raw skeleton without any rigging. Linked above named XPMSE 3.0 2010.7z
  11. Something is wrong with your import process. Are you using NifTools 3.7.1? I use 3.7.2 but it's for Max 2012. XPMSE3-84 "NPC". Although this shouldn't be a meaningful detail for what we're trying to solve. Doesn't seem to be needed because it's not in rig.txt. You can also see it when you open it up with Nifskope. Here are some properly imported animations saved in Max 2010 format: max2010walkTEST.7z hkxcmd isn't perfect when using non vanilla skeleton. Doesn't seem to have orientation problems. There are 2 versions in the file: 1. Dragonfly original I think. Seems kind of twitchy. Should be able to fix by zeroing scale keys. 2. Dragonfly high heels. Forearms don't seem to have proper twist. I think someone has since made another IK rig which uses biped if you're comfortable with that. Should be on Nexus. If all you want to do is add direction walks, IK rig isn't need at all. All animations ultimately end up as FK because it's cheap and easy for the engine (just addition math). Whereas IK rigs use things like solvers, vectors etc(ie more math, more expensive for the engine). Skyrim has some of this implemented on top of FK animations. For example, FootIK and look at vector. Having in game FootIK causes animations to be played in ways not intended by animators. Good for standing on slopes, not good for custom animations.
  12. Ok. I think I see the problem. You are wanting to edit one of your old animations. Controller rig is meant for completely new animations. Importing a previous animation(forward kinematics) into the rig(which uses inverse kinematics) will cause weirdness. I had a similar report where the legs were locked due to importing an animation into the rig. To get a proper animation that you can edit after import, use an unrigged skeleton. So in your case(BBP), using the original XPMS 1-6 skeleton. You can delete the rigging to get just at the skeleton from my rig file or download from Nexus. But since sexy move is just walking animation, using 99 bone skeleton should also be fine for animation import(try the 99 bone vanilla skeleton file from my rig page). Because if you're using XPMSE in your main game, it doesn't use BBP bones from XPMS 1-6. Hope this wasn't confusing. As for "NPC Root" vs "NPC", "NPC" is present in vanilla skeleton(I think it should also be present in XPMSE) at top hierarchy. "NPC" is missing in XPMS 1-6. Vanilla: NPC -NPC Root --(rest of hierarchy) XPMS 1-6: NPC Root -(rest of hierarchy) I don't think there's a functional difference with regards to animation but NPC Root should probably be used for compatibility. So for my previous post above, use NPC Root instead. If you still have problems, post your file and I can take a look.
  13. To import Skyrim models into 3ds Max, use NifTools. I think Nightasy on youtube might have a tutorial. Plenty of tutorials out here. Yea, you can do animation in Blender. Might be more feasible too since Max 2010-2012 and HCT seem kinda hard to get nowadays(unless try torrents).
  14. First post has links to my rigs resource as well as rigs by other members. CEO has a pretty comprehensive tutorial also linked in first post.
  15. It sounds like rotation keys on root bone. Delete all those keys and add a new one at frame zero. If you still have problems, troubleshoot with no animations on vanilla skeleton: 1. Turn on auto key 2. Go to frame 50 3. Rotate root bone 4. Scrub through timeline. You should see it rotate.
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