Mailamea Posted October 23, 2012 Posted October 23, 2012 We all know that in Oblivion in order to make the butt bounce, people just added a breast bone in the butt area. That way people don't need to create new animations and armor that support a different bone. I want to introduce BB to Fallout, but have no idea on how to add bones to the skeleton, i tried copying the breast bone like the oblivion method but failed. Anyone have any idea on how to add bones to an existing skeleton in fallout?
Kashiwaba Tomoe Posted October 23, 2012 Posted October 23, 2012 I have no idea but I'll help playtest if needed.
Mailamea Posted October 23, 2012 Author Posted October 23, 2012 I have no idea but I'll help playtest if needed. Sure thing I already have a body mesh that has its BBoobs, and BButts weighted. I just don't have the butt bones.
Kashiwaba Tomoe Posted October 23, 2012 Posted October 23, 2012 http://forums.nexusmods.com/index.php?/topic/788130-adding-bones-to-skeletonhkx/ dunno if this is of any help but at most it wastes a minute or two of your time.
Ark of Truth Posted October 23, 2012 Posted October 23, 2012 Try asking Astymma, he knows about custom Fallout NV skeletons.
Mailamea Posted October 23, 2012 Author Posted October 23, 2012 Try asking Astymma' date=' he knows about custom Fallout NV skeletons. [/quote'] Already asked yesterday, i'll wait patiently until he gets back.
astymma Posted October 23, 2012 Posted October 23, 2012 Oh oops, just noticed your PM...sorry about the delay. I would probably have to add butt bones to my Compatability Skeleton for you to have the needed functionality. Since Oblivion used Op1, Op2 and Op3 for breasts but for some odd reason used one of them to do butt animations, which bone names would you prefer?
Mailamea Posted October 23, 2012 Author Posted October 23, 2012 Oh oops' date=' just noticed your PM...sorry about the delay. I would probably have to add butt bones to my Compatability Skeleton for you to have the needed functionality. Since Oblivion used Op1, Op2 and Op3 for breasts but for some odd reason used one of them to do butt animations, which bone names would you prefer? [/quote'] Thank you very much. I'm not really good with skeletons, animations and such. But using blender and nifskope for weighing and conversion is my field. If renaming the bone to my preferred name, wouldn't I need to make animations that use that bone? Or it will still be a breast bone but used on the butt area? So I will only need to weigh lowerbody area. If it doesn't affect anything naming it "butt" will be best so others too won't be confused. Again thanks so much ;heart; [/align]
astymma Posted October 23, 2012 Posted October 23, 2012 Oh oops' date=' just noticed your PM...sorry about the delay. I would probably have to add butt bones to my Compatability Skeleton for you to have the needed functionality. Since Oblivion used Op1, Op2 and Op3 for breasts but for some odd reason used one of them to do butt animations, which bone names would you prefer? [/quote'] Thank you very much. I'm not really good with skeletons, animations and such. But using blender and nifskope for weighing and conversion is my field. If renaming the bone to my preferred name, wouldn't I need to make animations that use that bone? Or it will still be a breast bone but used on the butt area? So I will only need to weigh lowerbody area. If it doesn't affect anything naming it "butt" will be best so others too won't be confused. Again thanks so much ;heart; [/align] Well, I'd much prefer to use the existing convention and go with separate butt bones attached to the pelvis named Butt.L and Butt.R designed specifically to be used for butt animations.
Mailamea Posted October 23, 2012 Author Posted October 23, 2012 Meaning there will be breast bones on the butt, so while there are no animations that support the newly added butt bones yet. I can just use it instead? sorry I'm a little slow, almost midnight here.
astymma Posted October 23, 2012 Posted October 23, 2012 Meaning there will be breast bones on the butt' date=' so while there are no animations that support the newly added butt bones yet. I can just use it instead? sorry I'm a little slow, almost midnight here. [/quote'] To be specific, they would be 2 entirely new bones added to the Compatability Skeleton. They would connect to the Bip01 Pelvis bone. You would then need to rig and weight the mesh to these bones and then you could animate your mesh. Alternatively, if this new animation is intended to only be used for a female body, you could use one of the male-oriented bones like the ones for the penis or testicles instead. You would then need to rig and weight the mesh to the bones and then you could animate your mesh. I don't mind adding new bones and butt-specific bones are a better solution that using existing bones not designed for the purpose.
Mailamea Posted October 23, 2012 Author Posted October 23, 2012 Thanks astymma, I have meshes that are already weighted for butt bounce for Fallout, I hope the new skel works. Thank you again for checking this out.
vashar Posted October 24, 2012 Posted October 24, 2012 I found it easy enough to add bones to the skeleton, when I picked up the male version of bbb thing. All I did was go into niskope, copy bone that was already attached the the pelvis, and then repositioned it. The hard part was the weighting / animation.
Mailamea Posted October 24, 2012 Author Posted October 24, 2012 I found it easy enough to add bones to the skeleton' date=' when I picked up the male version of bbb thing. All I did was go into niskope, copy bone that was already attached the the pelvis, and then repositioned it. The hard part was the weighting / animation. [/quote'] How do you reposition it correctly in nifskope? I tried using transform but the bones just gets stretched with the line that holds the bones.
vashar Posted October 24, 2012 Posted October 24, 2012 Hmm.. Looks like that is what happened, heh. I haven't had problems with it so far, though.
Mailamea Posted October 24, 2012 Author Posted October 24, 2012 @astymma : sorry for the file delay, I will just send it to you tomorrow. @vashar : its ok if there are a lot of stretched lines, as long as the bones are in place? Then I'd be able to use the breast bones like they used in oblivion.
vashar Posted October 24, 2012 Posted October 24, 2012 Seems like it. I have to rotate the bone when it moves to properly animate it, but it works fairly well so far. Though I have been having trouble with weighting it, I don't think that has anything to do with the bone placement.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.