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RohZima

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About RohZima

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  1. Looks very good, thanks for sharing. Hope you add others in future. I've been looking for good looking tears/running mascara for a long time.
  2. I made a blog so people can see all the animations I am working on. https://rzanima.blogspot.com/
  3. I made a blog so people can see what animations are in the mod. There will be a new version released here shortly after I fix a couple of messed up tentacle anims. https://rzanima.blogspot.com/
  4. I'm hardly an authority because I haven't been able to get BHUNP to work properly yet so I still use UUNP HDT with PE. But in theory I'd say if you use an outfit that has the BHUNP body with it then you just need to have the appropriate skeleton or you will have weird visual glitch like the breasts going up in the body when you crouch or something. Also it goes without saying you would need the appropriate type of physiscs, ie PE or SMP, or the bounce won't work. I would just try it and see if you can get it working but remember it is the textures, and the resolution (texel density) of normal maps and stuff that really adds detail to the body, rather than the poly count. That being said, the high poly body does look smoother obviously on the edges but even specular infortation (surface shine) looks different. Just try it out and see.
  5. I don't think nemesis would effect it. It is just this really old fnis script that adds the rings. I don't use that because I do it with poserHotkeys so I remove the scripts. Basically if you want the ring make sure the FNISRingAddScript script is in the scripts folder.
  6. Just try "help rzab" then "player.additem rzaptop" etc But you should just get addItemmenu mod, its universally used
  7. Those are pretty much the vanilla ones I use. Marked for death could be useful but I guess i am too impatient to bother with it. Also disarm.
  8. Yes I did. I need to make my own tentacle though with more bones and higher poly mesh. Yeah I will make a SLAL version when I have settled on version 1.0
  9. RohZima

    RZAPO update to .16

    New animations update2HQ.mp4
  10. new animations coming soon update2HQ.mp4
  11. Well there is a quest that is along those lines sort of. It's a bit hard to do... There is several tentacle type armors and stuff. There is my Apocryphal Animations mod. The stuff going on in that pic would be a bit hard to do though. The way it might work is you have the tentacle as a "furniture" with say, instead of saying "sit" it says "investigate". You click on it then the tentacle animation plays.
  12. RohZima

    RZAA vid july 2020

    AA2Vid.mp4
  13. Some new animations being developed. Next comes collisions and more animations. update will be here soon. AA2Vid.mp4
  14. I've never heard of havok2fbx I'll check it out. I think it very hard. You can use the skeleton that is part of the mesh, ie the body, cbbe or whatever. You would have to parent the bones and stuff yourself which is probably too much work. You could use one of the rigs that is already made from the modding community, but you might have to delete all the extra bones (controllers, targets) that the modder added. Or maybe you can parent that skeleton from the character rig onto the body mesh that you have in there. Remember the skeleton has to be exactly the same for blender actions to work. Which means you could make your own, being careful to have the head and tails in the right place. If I had to do it for some reason, I would just use the bone data that is attached to the body mesh you imported (vertex groups). And parent the bones together, joining the head, feet and hands to the main skeleton. As for importing the actual animation, I have no idea how that is done but I'm sure it has been done because people have released adjusted versions of various animations, like the sneaking animation. Tldr: It's too hard, don't bother.
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