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ShiaNekoChan

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About ShiaNekoChan

  • Birthday 01/25/1990

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  1. I still think it's suspicious how the entire pelvis area will just roll away in the worst cases... but if you played with it in blender, then I guess the problem is with the thigh bones. How do you suppose this problem might be fixed? Will adding a solid bone not work? What do you think?
  2. I just tried both of your suggestions and the problem is still there. Let me give some screenshots and graphics that show why I think the problem is the lack of a bone between the pelvis and spine bones. Since this same problem is present in every single released skeleton so far, I used the default skeleton for lack of clutter. (just to be clear, the legs are not connected to the pelvis. There is a thin line that happens to be there which looks like it connects the leg with the pelvis area, but that's actually a graphic inserted by blender to represent xyz axis of that joint.) edit: While I'm at it... this shows clearly the lack of physics due to the original maximum compatibility skeleton developer copy/pasting the tail from skeletonbeast.nif onto skeleton.nif The skeleton without the physics is the one attached earlier in this thread, the output of using the LAPF skeleton with ragdoll conversion software, and the one with physics is the default. one more edit: This graphic just shows what I'm talking about for the position of the pelvis in the running animation and where it gets stuck in relation to the skeleton t-pose. I loaded the skeleton without an animation (t-pose) and the skeleton with the nudeshy running animation that sticks the pelvis where it shouldn't be (the one that's leaning forward) Compare its position to the strange pelvis position in the ragdoll in the second graphic.
  3. It hasn't crashed at all during my tests, but my tests are very short and are saved so I can quickly see if the problem is fixed or not. About 10-15 seconds per test.
  4. I'm summarize everything, since I've sort of documented everything I've learned about this ragdoll issue in a disorganized fashion up until now. Some of this may seem obvious, but I'm just trying to clarify everything since I don't think I explained it clearly until now. Some of this hasn't been discussed in this tread yet. 1. The problem is with the skeleton. 2. The problem seems to be with the pelvis bone. 3. The pelvis and spine1 bones are seemingly not actually connected by anything, as blender only shows a dotted line between them. (someone with more experience should check this for me) 4. I sort of think adding a bone (with either a ragdoll or malleable constraint on it) between pelvis and spine1 might fix this problem. 5. the problem is not exclusive to nudeshy, as the same problem comes up when you die during a sex animation with lovers (try dying during a sex animation where the player is on the floor). 6. all skeletons use the official one as a base, so nobody has fixed the issue with the pelvis. 7. The universal skeletons did not add the ragdoll constraints back onto the tail, resulting in a completely stiff tail upon death, probably because they don't play tailed characters (khajit, argonian, custom races). 8. This problem is present on both skeleton.nif and skeletonbeast.nif (it's less apparent on skeleton.nif, because that's used for characters that don't have tails). 9. The problem with the skeleton causes the pelvis bone to stay stuck in the last frame of the last animation played, while the rest ragdolls. 10. This hasn't been discussed in this thread yet, but when I tried to fix the skeleton by adding a new bone between pelvis and spine1, my character kept playing the running animation while dead (no ragdolls whatsoever, because somehow my attempt caused all of the physics to be detached from their perspective bones, but the death music and camera played as normal). edit: a couple more 11. This problem is not the result of a death animation in nudeshy. To get the effect in the screenshot, I typed kill in console while she was running (just the simple nudeshy running animation). It happens with any animation where the pelvis bone is away from the origin position on the skeleton (so if an animation has the character crouch or lie down (like a sex animation in lovers), then this problem will show itself. 12. Using update 3d will reset the pelvis' position in relation to the rest of the skeleton. This cannot be done with the player, the player has to be made to play "blockidle,kf" to reset her pelvis bone in relation to her skeleton (probably because it's the closest to the origin position of the bone in the t position on the skeleton, but I haven't checked). 13. floating weapon, stiff tail, and this ragdoll issue are all probably closely related, as the weapon and tail have no physics applied to them (in the universal skeletons) and also are probably stuck in the last played frame of the last played animation just like the pelvis (where the problem happens with every single released skeleton, including the default skeleton). It made perfect sense, so I checked and you are right about this. By using a universal skeleton, you are gaining maximum compatibility while actually losing physics functionality. edit: the forums took out all of my formatting. XD It disturbs me so much. XD
  5. I should emphasize that this issue isn't exclusive to nudeshy. If you die during a sex animation with lovers, the problem happens rather severely there as well (I'm serious, the most disturbing thing that happens is that the pelvis bone seemingly will detach from the body all together and start rolling down a hill.) My script in nudeshy x fixes this by using update3d on an currently dying NPC 10 frames after she is detected to be dead. This resets the pelvis bone in relation to the rest of the skeleton. What's interesting to note is that if you open any of the skeletons in blender, the pelvis bone and the spine are not really even connected. NifSkope will show them connected, but blender shows that they're only connected by a dotted line, meaning the pelvis is a parent of spine1 (or vise versa), but they're not actually connected to each other. I tried fixing it by adding a bone between them in blender, but all of the physics ended up not rigged to their respective bones, so I gave up.
  6. Actually the problem is any animation. Basically, this will happen if the character is playing any animation where the pelvis or lower spine are not at the normal position right before death. So, to get the effect I showed in the screenshot, I would have my character run around in the nudeshy running animation, then type kill in the console while she's doing it. So, to make sure this wasn't just user error, I made a new installation, because I thought maybe something I installed some time ago and forgot about was causing this problem. Then I saw that the tail is stiff upon death again. I figured this problem is closely related to the problem I'm trying to fix right now, so that was a huge clue. I narrowed it down to the skeleton by comparing the default skeletonbeast with growlf's universal skeletonbeast. If you compare them, you see that on Growlf's universal, all of the bones that were copy/pasted have no ragdoll settings at all, which includes the tail and explains why the tail is stiff upon death when using this skeleton. And on the default skeletonbeast, you see that the original developers just plain did not add ragdoll settings to the lower spine and pelvis. I figure the reason why this problem carried over to growlf's skeleton is because he sort of pasted all of the different parts onto the default skeleton. So what needs to happen are, at the very least, ragdoll settings need to be added to the lower spine and skeleton. I'm trying to do that right now, but it'll take me a while, since I don't have much experience with adding physics to things. edit: actually no, I was wrong. The lower spine has a malleableconstraint which is is a different kind of ragdoll contsraint. hmm...
  7. I think I found the problem. It's skeletonbeast.nif. for some strange reason, if I put the totalcontrollable version of the skeletonbeast.nif in my meshes folder, my character ragdolls around unrealistically and the tail is stiff. If I delete skeletonbeast.nif from the folder completely, my character ragdolls more realistically and the tail ragdolls as well. edit: The tail is stiff if you use a tailed character and die using a universal skeleton. This is because somehow the tail does not have ragdoll constraints on it in the universal skeleton. The pelvis and lower part of the spine are also stiff upon death, because the original developers of the game tried to save time (or were just lazy) by not having those bones move much in their animations and not adding ragdoll constraints. I'm not very good at this, but I'm going to try to fix this.
  8. So the problem is with the skeleton? That makes sense. When I tried testing with pelvis priority at 0 in my running animation and there was no change. When I type "playgroup fastforward 1" after my character dies, this happens, too. (The pelvis and the shoulders are playing the animation while the rest are not) That's disappointing, though. I'm using the most popular and versatile skeleton out there, Growlf's Universal Skeleton (total controllable), which means I have to edit that skeleton if I want to fix this problem. :/ edit: For the record, this problem also happens if a character dies during a Lovers sex animation. It seems upon death, a few of the bones (looks like pelvis, spine, and the shoulders) stay stuck in the last frame of the animation they were playing upon death. None of the skeletons I use, including the default one, fix this problem. edit: now that I think about it, it probably has something to do with tails never ragdolling along with the rest of the body... last edit: huh, looking it up on youtube, tails are supposed to ragdoll. I'm getting closer to the problem.
  9. Well, I can't seem to find anything about this on the internet. I'm currently recompiling the animations for nudeshy to smoothly transition into first person (the FPS needs to be set to 60 in blender for them to play at normal speed in first person, just in case anybody wants to know), but I also want to fix the ragdoll issues with the running animations. The main issue seems to be with the pelvis bone. I've made a temporary "death fixer" by script in my mod for now, but I want to fix the animations themselves so they don't create an issue with ragdolls, so I can get rid of that part. I can't find anything on the internet and comparing my animation's pelvis bone transformations in nifskope with another mod's doesn't show anything. So I'm asking other modders here to see if you guys can find anything. It's like the pelvis stays rigid while the rest of the body goes into ragdoll mode.
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