-Player1- Posted January 18, 2019 Posted January 18, 2019 13 hours ago, ZaZ said: Well, there were some changes to the main body since we had to bring body down in BodySlide and outfit studio. I will put out the reference this weekend. So people can use it. sweet
Sevatt Posted January 18, 2019 Posted January 18, 2019 WAIT, WHAT!!?? Jumblies jumbling exactly the way you'd expect them to?? Just... wow... ZaZ!!... you're the man!! Certainly game-changing, and would go so far to say it's aesthetically superior to anything we have in SSE (though your work there is top quality as well, so not surprised). Very realistic... Fantastic job! Can't wait to see this in game.
ZaZ Posted January 18, 2019 Author Posted January 18, 2019 33 minutes ago, Sevatt said: WAIT, WHAT!!?? Jumblies jumbling exactly the way you'd expect them to?? Just... wow... ZaZ!!... you're the man!! Certainly game-changing, and would go so far to say it's aesthetically superior to anything we have in SSE (though your work there is top quality as well, so not surprised). Very realistic... Fantastic job! Can't wait to see this in game. Thanks , though we are already in beta ^^
Sevatt Posted January 19, 2019 Posted January 19, 2019 6 hours ago, ZaZ said: Thanks , though we are already in beta ^^ OMFG <headexplodes> Thanks man! DLing now, can't wait!
ZaZ Posted January 19, 2019 Author Posted January 19, 2019 On 1/7/2019 at 6:53 PM, Campbell said: I've already converted a few schlong/futa meshes to be ZeX compatible, but it will be good to have a base so i know what bones to delete and keep. All i did so far was delete all bones from the futa mesh and copy bones over from the bodytalk body. Reveal hidden contents Hello , This is the Reference Schlong . That I had Skinned myself to the new bones. It can be weighted better if need be. It doesn't have any textures etc. But the mesh can be used if need be , its something I just made for people to use as reference. FemaleSchlong_Reference.nif Cheers
Khtugg Posted January 21, 2019 Posted January 21, 2019 I have ACHED for this to happen… this is so wonderful! Proper jigglyness! -cook kisses fingers gesture- I have a question: Even though I have been modding since 2014 I still feel green now and then and I'd like to ask if someone could confirm for me: in order to have the jiggly factor that this skeleton enables the animations related need to be "baked" with this feature, or "recooked" as it were. No jiggle on my player character now when "playing normally", correct? But if she jiggles when the ZEX-TestPlugin animations are engaged through AAF have I then installed the extended skeleton and Fusion Girl body correctly?
Howarde Posted January 24, 2019 Posted January 24, 2019 Just wanted to say thank you ZaZ and everyone who works hard for this community, you guys are gems !
cold steel Posted February 3, 2019 Posted February 3, 2019 Guys, does anybody know how can I replace default FO4 skeleton with new Zex skeleton in Bodyslide to be able to paint weight for new bones and use default CBBE sliders to create models which already adapted for new skeleton?
VonHelton Posted February 3, 2019 Posted February 3, 2019 So when does it OFFICIALLY come to Fallout 4? ?
cold steel Posted February 3, 2019 Posted February 3, 2019 40 minutes ago, VonHelton said: So when does it OFFICIALLY come to Fallout 4? ? It is already released on Nexus.
Mewfii Posted February 3, 2019 Posted February 3, 2019 1 hour ago, cold steel said: It is already released on Nexus. Alright now just the link
tehmasta Posted February 4, 2019 Posted February 4, 2019 Zaz, the hero we need but don't deserve. Great job as allways.
BarneyGold Posted February 10, 2019 Posted February 10, 2019 First of all thank you and congratulations to all the team as I can see huge progresses every time I come back to check the status of the project. My lazy ass admires that. I bet the question has been asked about a hundred times already but I didn’t get it, will there ever be a possibility to have all the body jiggles even when casually playing/not in an AAF animation ? i.e when walking from a point to another. Since you’re going the animated route I doubt it but I heard the contrary a few times...
VonHelton Posted February 10, 2019 Posted February 10, 2019 On 2/3/2019 at 9:45 AM, Mewfii said: Alright now just the link https://www.nexusmods.com/fallout4/mods/36702 https://www.nexusmods.com/fallout4/mods/37268?tab=description I found them........ EDIT: HOLY SHIT! 8K bitmaps? For a game that's only designed for 1K bitmaps? ?
VonHelton Posted February 10, 2019 Posted February 10, 2019 On 2/3/2019 at 8:43 AM, cold steel said: It is already released on Nexus. I don't think it's animated yet? ?
Sevatt Posted February 12, 2019 Posted February 12, 2019 On 2/10/2019 at 1:24 AM, BarneyGold said: First of all thank you and congratulations to all the team as I can see huge progresses every time I come back to check the status of the project. My lazy ass admires that. I bet the question has been asked about a hundred times already but I didn’t get it, will there ever be a possibility to have all the body jiggles even when casually playing/not in an AAF animation ? i.e when walking from a point to another. Since you’re going the animated route I doubt it but I heard the contrary a few times... Hi Barney, I believe they're waiting/working on a FSE plugin for the physics, much like Skyrim's (something like CBPC iirc??). Don't quote me on that since it's off my very fuzzy recollection of physics being mentioned on the description page, which has since changed. In short, it's coming but will take a bit longer.
bp70 Posted February 15, 2019 Posted February 15, 2019 are there rigs already for body talk males and zex females that I can use for anims to download?
VonHelton Posted February 15, 2019 Posted February 15, 2019 What would REALLY be cool is assigning 2 numbers to the boobies, so that if you wear a bra AND a shirt, both will bounce! ?
jawastar Posted February 15, 2019 Posted February 15, 2019 Not sure if someone already mentioned it, but with more bones and all that magic: does that now mean someone could make the Visible Weapons stuff attach to the body in a more seamless way rather than having to link them manually ? Either way, if some kung-fu is possible or not, this is exciting and you're doing amazing work.. Loverslab is somehow the more innovative place most of the time ! Love it. lmao
ZaZ Posted February 17, 2019 Author Posted February 17, 2019 On 2/15/2019 at 7:20 AM, blankproject said: are there rigs already for body talk males and zex females that I can use for anims to download? There is a section for animation rigs https://discord.gg/PNqYQpG On 2/15/2019 at 7:47 PM, jawastar said: Not sure if someone already mentioned it, but with more bones and all that magic: does that now mean someone could make the Visible Weapons stuff attach to the body in a more seamless way rather than having to link them manually ? Either way, if some kung-fu is possible or not, this is exciting and you're doing amazing work.. Loverslab is somehow the more innovative place most of the time ! Love it. lmao Later on probably, once we finish up with Automated physics and High Heels. But again coders and mod authors need to get in touch with me for that.
VonHelton Posted February 17, 2019 Posted February 17, 2019 On 2/15/2019 at 9:17 AM, jawastar said: Either way, if some kung-fu is possible or not........... My women followers are BoS combat trained. They know Kung-Fu. I saw one of my women just yesterday take a dude, flip him over their shoulder, & then do a knee drop on him. I watched another one of my women sweep the leg, then come down with an elbow to the chest. Whoever made your followers were (apparently) not concerned too much with hand to hand combat. The one thing I'm lacking is dual pistols, which would be totally bad ass, but I'm not sure it can be done, sadly...... ?
Flycrusher Posted March 15, 2019 Posted March 15, 2019 On 2/17/2019 at 7:12 AM, ZaZ said: There is a section for animation rigs https://discord.gg/PNqYQpG Later on probably, once we finish up with Automated physics and High Heels. But again coders and mod authors need to get in touch with me for that. Hello and thank you a lot for that nice work on the skeleton, very usefull ! But may i ask you a question, i'm actually trying to build a new skeleton for the dog to give him a penis and animated balls. I have done the Skelon.nif , i have loaded it in 3dsmax 15 and i have made a CAT rig for it. I just have a problem when i have to export the skeleton.hkx, i managed to export it with HCT by adjusting the Prune setting and made a rig.txt file to export the skeleton only and i got a skeleton.hkx without all the ragdoll data. Then i edited the xml file to add the ragdoll data from the original skeleton. But in game the penis is enourmously streched and face always the same direction. So i must have done something wrong or missed something in the process. Could you explain how you exported that skeleton hkx and which setting did you use to prepare it and export it with HCT. It would be nice if you could give me some hints on how to do it properly. Problem solved, my bad !! it was just a skinning mistake that i made by accident!!
Oakern Posted March 30, 2019 Posted March 30, 2019 I tested animation rig for 3ds max. I managed to export to "hkx" file and play the animation in game. All works fine. However 3ds max studio crashes all the time especially when I move timeline or play animation. It isn't the case for old CAT rig from Animation Kit. Does anyone else experience the same?
dagobaking Posted March 31, 2019 Posted March 31, 2019 Which version of Max? I hear that 2016 is more stable than 2015.
Flycrusher Posted April 1, 2019 Posted April 1, 2019 I use 3dsmax 2015 but i just had a very few crash especially when you do things you are not supposed to do with CAT. But now that i've learned how to use it correctly i don't have crash anymore. Actually i'm animating with three CAT rig simultaneously and everything seems fine but you absolutely need to be very cautious and well organized. I started with the CAT rig from the kit then i edited it to suit my needs by adding new bones for ZAZ extended skeleton and i implemented an auto-bounce system, i also made a special CAT for the dog. I had some crashes at the beginning when i learned to use CAT, but what i can say now is that it's stable. If you crash, maybe there is someting wrong in you CAT configuration or in your skeleton, try to start from scratch. Import a fresh skeleton and create a new CAT.
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