factoryclose Posted June 3, 2019 Author Posted June 3, 2019 5 hours ago, NYmic said: At what point is this mod currently because it seems awesome. Is there any known progress getting these implemented into more animations / do the creators of bigger animation packs know about this? And will this be SE compatible?... I haven't touched le in a long while (while I'm at it I need to ask you people's opinion that is there currently any mods that are great and all but that have no implementation into SE yet) https://www.loverslab.com/topic/111515-animated-beasts-cocksabc-for-users-le-se/
SirNibbles Posted August 22, 2019 Posted August 22, 2019 Hey there, I've tried to work on something with the Chaurus but I keep getting the error for the 2012 version about my CAT being out of date and missing a .dll file called "cat.dlc" I tried to find a fix and/or download but to no avail. All the other rigs appear to be fine, it's just those 2 that give that message. Now I don't know if those rigs are made with CAT animating in mind, but is there any chance you could look into this? (my rig knowledge only goes till so far, but so far I understood you only made controller and biped rigs?)
factoryclose Posted August 22, 2019 Author Posted August 22, 2019 12 minutes ago, SirNibbles said: Hey there, I've tried to work on something with the Chaurus but I keep getting the error for the 2012 version about my CAT being out of date and missing a .dll file called "cat.dlc" I tried to find a fix and/or download but to no avail. All the other rigs appear to be fine, it's just those 2 that give that message. Now I don't know if those rigs are made with CAT animating in mind, but is there any chance you could look into this? (my rig knowledge only goes till so far, but so far I understood you only made controller and biped rigs?) All my rig work is done on 2014. I never use 2012 except for exporting animation. You should try 2014. As far as I am concerned, 2012 can't read CAT controllers. Billy told me about it.
factoryclose Posted October 5, 2019 Author Posted October 5, 2019 Okay, it is decided that canine's penis mesh shape will be remodeled to a smaller size again. Fortuneately, new animations with canine ABC can be redone with some edits. But still it shuold be very annoying. I am so sorry for the unnecessary inconvenience. Please do not make your canine motion with this rig. I'll update it as soon as possible.
SirNibbles Posted December 16, 2019 Posted December 16, 2019 Might be a stupid question, but gonna ask it anyways. I merged the dick rig from the canine 2012 version (just the dick) onto a working 2012 canine rig. (haven't been able to find a working 2014 version yet, sorry) It automatically places itself on the right position, so that at least goes correctly. Then I link the main biped controller (or whatever you call it) to the canine's main controller. In 3ds Max this animates the penis according to the canine's movements. I couldn't find the dick bones under the bone list so I couldn't add them to the skin either, but since it looked fine anyways I didn't bother much either. So far everything in 3ds Max looks fine, but as soon as I test it in game the dick is way out of bounds: https://imgur.com/eavraBP The dick animates correctly, as that it's animated the way I animated it. But it's far from the correct position and rotated too. I've had this same problem with the troll rig too when I imported the dick onto a troll rig. I'm probably doing something wrong with the importing or forgetting a step somewhere, if you might have a clue to what I'm doing wrong I would greatly appreciate it.
factoryclose Posted December 16, 2019 Author Posted December 16, 2019 2 hours ago, SirNibbles said: Might be a stupid question, but gonna ask it anyways. I merged the dick rig from the canine 2012 version (just the dick) onto a working 2012 canine rig. (haven't been able to find a working 2014 version yet, sorry) It automatically places itself on the right position, so that at least goes correctly. Then I link the main biped controller (or whatever you call it) to the canine's main controller. In 3ds Max this animates the penis according to the canine's movements. I couldn't find the dick bones under the bone list so I couldn't add them to the skin either, but since it looked fine anyways I didn't bother much either. So far everything in 3ds Max looks fine, but as soon as I test it in game the dick is way out of bounds: https://imgur.com/eavraBP The dick animates correctly, as that it's animated the way I animated it. But it's far from the correct position and rotated too. I've had this same problem with the troll rig too when I imported the dick onto a troll rig. I'm probably doing something wrong with the importing or forgetting a step somewhere, if you might have a clue to what I'm doing wrong I would greatly appreciate it. The dick bones are hidden. Unless you link it to your canine bones(In this case, Pelvis bone), the dick always goes unattached just like your jpg. You can see it on 'Manage Layers'. Or just simply unhide all.
SirNibbles Posted December 16, 2019 Posted December 16, 2019 1 hour ago, factoryclose said: The dick bones are hidden. Unless you link it to your canine bones(In this case, Pelvis bone), the dick always goes unattached just like your jpg. You can see it on 'Manage Layers'. Or just simply unhide all. Unhiding the layers did manage to "unhide" the bones in the selection for the skin, but the dick in game still remains at the same position. Tried to attach them to the canine controller, also tried to attach them to the wolf skin and tried to attach them to the canine pelvis bone but the same problem is still there. (in all 3 occassions adjustments were made in 3ds max to ensure the dick was still in the right position where necessary)
MadMansGun Posted December 16, 2019 Posted December 16, 2019 6 minutes ago, SirNibbles said: Unhiding the layers did manage to "unhide" the bones in the selection for the skin, but the dick in game still remains at the same position. Tried to attach them to the canine controller, also tried to attach them to the wolf skin and tried to attach them to the canine pelvis bone but the same problem is still there. (in all 3 occassions adjustments were made in 3ds max to ensure the dick was still in the right position where necessary) see steps 15 to 25 of my tail animation guide (1_AddTailToPreexistingScene) https://www.loverslab.com/files/file/4903-3ds-max-tail-animation-guide/ it's the same idea only with dicks.
SirNibbles Posted December 16, 2019 Posted December 16, 2019 59 minutes ago, MadMansGun said: see steps 15 to 25 of my tail animation guide (1_AddTailToPreexistingScene) https://www.loverslab.com/files/file/4903-3ds-max-tail-animation-guide/ it's the same idea only with dicks. ? That seemed to do the trick, thanks Learned something new again today
DremoraDream Posted December 16, 2019 Posted December 16, 2019 does this work with this mod? https://www.nexusmods.com/skyrimspecialedition/mods/30174?tab=description&BH=0
Guest Posted January 22, 2020 Posted January 22, 2020 I wonder if this creature rig have the "NPC COM [COM ]_Ctrl_F" like human? it is difficult to make them do the fucking motion, only I can do is move "Bip001" and move feets back to make them looks like fucking. maybe my lack of skill...
MadMansGun Posted January 22, 2020 Posted January 22, 2020 11 minutes ago, PsycheHHH said: I wonder if this creature rig have the "NPC COM [COM ]_Ctrl_F" like human? it is difficult to make them do the fucking motion, only I can do is move "Bip001" and move feets back to make them looks like fucking. maybe my lack of skill... all creatures have nodes that act as the com node (some just use the pelvis as a com node)
Guest Posted January 22, 2020 Posted January 22, 2020 27 minutes ago, MadMansGun said: all creatures have nodes that act as the com node (some just use the pelvis as a com node) Pelvis node can't move front and back, but com can, I wondering how animation modders do that smooth animation.?
factoryclose Posted January 22, 2020 Author Posted January 22, 2020 1 hour ago, PsycheHHH said: Pelvis node can't move front and back, but com can, I wondering how animation modders do that smooth animation.? Welcome my new fellow animator! I recommend you to search for Biped tutorial on Youtube. It'll be worth it! Some of creatures use CAT rig but, if you aren't that familiar with this rig you can use the old rig from other animators. I am not sure they have them though....
Guest Posted January 22, 2020 Posted January 22, 2020 1 hour ago, factoryclose said: Welcome my new fellow animator! I recommend you to search for Biped tutorial on Youtube. It'll be worth it! Some of creatures use CAT rig but, if you aren't that familiar with this rig you can use the old rig from other animators. I am not sure they have them though.... Ye it's so hard to use biped to control creature but your intelligent dick. Old rig with bipe dick might be better for me. I think it won't take many steps to combine them.
factoryclose Posted January 22, 2020 Author Posted January 22, 2020 2 hours ago, PsycheHHH said: Ye it's so hard to use biped to control creature but your intelligent dick. Old rig with bipe dick might be better for me. I think it won't take many steps to combine them. That should do. Anub and Billy were doing your way too. Good luck with animating! Just make sure link dick bones to pelvis bones.
factoryclose Posted January 22, 2020 Author Posted January 22, 2020 On 12/17/2019 at 7:35 AM, DremoraDream said: does this work with this mod? https://www.nexusmods.com/skyrimspecialedition/mods/30174?tab=description&BH=0 Yes
SkifonNeko Posted March 5, 2020 Posted March 5, 2020 Hello. I'm just a user. Can you tell what the animation with giant and chaurus on the preview? It's look good, so i really want to download this. (Sorry for my english. I'm from Ukraine)
factoryclose Posted March 5, 2020 Author Posted March 5, 2020 41 minutes ago, SkifonNeko said: Hello. I'm just a user. Can you tell what the animation with giant and chaurus on the preview? It's look good, so i really want to download this. (Sorry for my english. I'm from Ukraine) It's in my Bakafactory SLAL pack.https://www.loverslab.com/files/file/6707-bakafactorys-slal-animation-le-sse/
Ruffled Pigeon Posted May 21, 2020 Posted May 21, 2020 @factoryclose any idea what I'm doing wrong here? Using your small spider rig, however, while the animation as a whole plays more or less correct, the legs don't reach far enough and generally seem to be displaced. Spoiler As you can see the legs are not anywhere near the hands ingame. Also they clip through the females legs behind and it seems generally quite messed up I guess. Did I do something wrong somewhere or is the rig the wrong size? I've checked it against the large and giant spider and it is indeed the smallest of them.
MadMansGun Posted May 21, 2020 Posted May 21, 2020 1 hour ago, Ruffled Pigeon said: did you rescale the spider back to 1 before export?.....it sort of looks like it got rescaled but still had hi-ik solvers attach to the legs.
Ruffled Pigeon Posted May 21, 2020 Posted May 21, 2020 21 minutes ago, MadMansGun said: did you rescale the spider back to 1 before export?.....it sort of looks like it got rescaled but still had hi-ik solvers attach to the legs. Rescale? I never touched the scale in the first place as far as I know. I just assumed that the default scale is the actual ingame scale. Am I wrong? EDIT: Now that you have mentioned it, I scaled it down from the default scale to about 70% of that and it is starting to look pretty close to ingame... Spoiler The question on why the scale is messed up in the first place remains though?
MadMansGun Posted May 21, 2020 Posted May 21, 2020 45 minutes ago, Ruffled Pigeon said: Rescale? I never touched the scale in the first place as far as I know. I just assumed that the default scale is the actual ingame scale. Am I wrong? sort of, don't know what close did with his rigs but the way i do it is: 1. import the original scale 1 skeleton.hkx (NOT the ones with mnc it there names, they will mess stuff up if used in max). 2. rescale the root node as needed (Spiders 75%, Large Spiders 120%, Giant Spiders 190%)....also make sure auto keyframe is off before rescaling. 3. make the animation. 4. (if using them) bake the hi-ik animations into the nodes (save as a new max file, then export a fbx file, delete the hi-ik solvers, and then import the fbx) 5. rescale the root node back to 100% 6. export hkx. edit 45 minutes ago, Ruffled Pigeon said: The question on why the scale is messed up in the first place remains though? i think close may/could have done this error: Quote (NOT the ones with mnc it there names, they will mess stuff up if used in max).
Ruffled Pigeon Posted May 22, 2020 Posted May 22, 2020 22 minutes ago, MadMansGun said: sort of, don't know what close did with his rigs but the way i do it is: 1. import the original scale 1 skeleton.hkx (NOT the ones with mnc it there names, they will mess stuff up if used in max). 2. rescale the root node as needed (Spiders 75%, Large Spiders 120%, Giant Spiders 190%)....also make sure auto keyframe is off before rescaling. 3. make the animation. 4. (if using them) bake the hi-ik animations into the nodes (save as a new max file, then export a fbx file, delete the hi-ik solvers, and then import the fbx) 5. rescale the root node back to 100% 6. export hkx. edit i think close may/could have done this error: Aww that sucks. Guess into the trash this animation goes. Is there anywhere where I can read up on the exact scales I need to apply to each rig?
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