MadMansGun Posted May 22, 2020 Posted May 22, 2020 2 minutes ago, Ruffled Pigeon said: Aww that sucks. Guess into the trash this animation goes. but it sounds like it can be saved: 1 hour ago, Ruffled Pigeon said: I scaled it down from the default scale to about 70% of that and it is starting to look pretty close to ingame... 4 minutes ago, Ruffled Pigeon said: Is there anywhere where I can read up on the exact scales I need to apply to each rig? MoreNastyCritters_v12_07.7z\Data\SLAnims\MNC_Standardised_Scaling.txt 1
Ruffled Pigeon Posted May 22, 2020 Posted May 22, 2020 17 hours ago, MadMansGun said: MoreNastyCritters_v12_07.7z\Data\SLAnims\MNC_Standardised_Scaling.txt I see. Guess those values apply for the default spider skeleton and small, large and giant spider share the same skeleton but with a different scale applied? Seems like all of the Spider rigs from baka have a wrong scale to begin with, so I need to import the default spider skeleton and then eye the scale of one of bakas rigs and scale it to that approximately which I can use as a base for all spiders? Shit maybe I'll just make my own Blender rigs and just use max to export the animations from FBX or something. EDIT: So I did some more testing and apparently the spider small rig is the same size as the skeleton.nif but scaled down to 75%. Actually I'm stupid, it even says so when I select the root bone. How do I properly rescale this now? If I put it back to 100% most of the bones don't seem to change. Not that max proficent sorry... EDIT2: Okay, seeing as how I animate in 2016, export as FBX, import that in 2012 and export as XML from there, I just rescaled the root in the 2012 FBX which worked properly as there are no more constraints I don't know how to disable. Well at least the scale in one direction is correct now lmao Spoiler EDIT3: Okay, got it figured out now, thanks for the help! Spoiler
Gunslicer Posted September 9, 2020 Posted September 9, 2020 The latest version has the Frost Atronach rig but the .txt file with the list of bones to extract is missing, does anyone know how to create this file? I've been trying to solve this for a while but I can't find anything.
factoryclose Posted September 11, 2020 Author Posted September 11, 2020 On 9/9/2020 at 8:09 PM, Gunslicer said: The latest version has the Frost Atronach rig but the .txt file with the list of bones to extract is missing, does anyone know how to create this file? I've been trying to solve this for a while but I can't find anything. Shit... Try this. I must've forgotten it. I'll add it in the next update. FrostAtronach.txt
Gunslicer Posted September 13, 2020 Posted September 13, 2020 On 9/11/2020 at 4:13 AM, factoryclose said: Shit... Try this. I must've forgotten it. I'll add it in the next update. FrostAtronach.txt 722 B · 1 download Wow seriously, I mean it's been like this for a long time, so I thought it was something the artist himself needs to do. Thanks, big fan of ABC ?.
Nevropath Posted September 24, 2020 Posted September 24, 2020 Hi, I am trying to make some slal werewolf animation with ABC. I've got some problem with the export process from 3ds max/HCT. The girl part is ok and plays as intended in Skyrim, but the werewolf is completely messed up (it looks like a big fur ball, completely upside down) whatever export setting I use. Could someone share a working hct export setting used for werewolf ? Just to be sure of it's coming from that or if I must dig somewhere else. I use 3dsmax 2011 with hct 2010 to export hkx. Thanks
MadMansGun Posted September 24, 2020 Posted September 24, 2020 26 minutes ago, Nevropath said: Hi, I am trying to make some slal werewolf animation with ABC. I've got some problem with the export process from 3ds max/HCT. The girl part is ok and plays as intended in Skyrim, but the werewolf is completely messed up (it looks like a big fur ball, completely upside down) whatever export setting I use. Could someone share a working hct export setting used for werewolf ? Just to be sure of it's coming from that or if I must dig somewhere else. I use 3dsmax 2011 with hct 2010 to export hkx. Thanks werewolves are kind of a bitch when you do them for the first time, they need some fake nonexistent nodes added before it will export correctly. Eg: see the green blocks/dots under the werewolf in this one 3dsMax2010_Skyrim_Werewolf_Skeleton_NEW.max they are being used to make the skeleton match the node list txt
Nevropath Posted September 24, 2020 Posted September 24, 2020 Thanks for your help. I'll try with your skeleton.
MadMansGun Posted September 24, 2020 Posted September 24, 2020 4 hours ago, Nevropath said: I'll try with your skeleton. you don't need to do that (as far as i know) you just need to add nodes to the one you have.
Schticky Playa Posted October 28, 2020 Posted October 28, 2020 May I ask what pack this animation is in?
FlufyFox Posted May 22, 2021 Posted May 22, 2021 I see this just now :v i know some people here already know that i was working hard to get the stuff for animating, and i finally will improve my specs for it and maybe i will do some videos too since i see lot of people liked them :3
Guest DopyDopy2 Posted May 25, 2021 Posted May 25, 2021 Hay I'm looking to make some animations using ABC, though all my skills are in blender. I've seen a few posts that use blender and say it's possible to be porting everything to and from it now with the new plugins. Though many of them show the tutorials with pre-made skeletons and I was wondering if it is possible with the ABC models. I have 0 experience in 3Ds Max so hence why I would hope these work. If it isn't possible, can I reliably import and export this in the new 2020 versions of 3DSM? As I've seen many posts about the old ones being either unavailable or have Trojans.
Kulu YaCock Posted May 29, 2021 Posted May 29, 2021 (edited) Making an animation in 3ds2014 and downsaving to 3ds2012 for export results in my 3ds2012 full crashing on load due to what seems to be CAT plugin issues. My workaround is to downsave to 3ds2011 instead, which allows me to actually open the file (in 3ds2012), but keydata related to any CAT rigs are lost. Which points me towards trying to Frankenstein a biped rig using probably Pornphile's canine as a base but... I can't figure heads or tails on attaching the dick, and MMG's link points to a now-nonexistant file so I was wondering if there is another place with similar instructions? If not, some pointers on exporting animations (from 3ds2012) made with CAT rigs (in 3ds2014+) would be awesome. After about 3 years of on/off attempts at getting this shit set up, I feel like I'm almost there and am DYING to animate. I managed to export a few working tests (human only) using Baka's biped human 1.16(I can't figure out how to use 1.17), all I need now is the dog! I'm using: 3ds2012 64bit 3ds2014 64bit HavokPcXsContentTools_X64_2011-3-1_20120402 max-2012-plugins-3.8.0-a3 niftools max-2014-plugins-3.8.0-a3 niftools PEN_Attribute_holder_2.06 in both Max installs tl;dr: How do I stick the dog dick on a different dog base? Alternatively, assistance on exporting key-animations, created in 2014, done on CAT rigs please and thank you! edit: I've read a few posts here and there about the recent happenings and found a drive link posted by MMG containing the tail guide. Thank you MMG for everything. If I get everything working, I'll strike-through my post. edit2: We're in business. Edited May 29, 2021 by Enduus
7osisg4d Posted June 7, 2021 Posted June 7, 2021 Can someone give blaze an ABC? Or let me know how to do it?
FlufyFox Posted June 22, 2021 Posted June 22, 2021 On 11/16/2018 at 11:24 AM, factoryclose said: I'll accept that as a compliment. Hey hi ? yes amazing work, were we can get your seeker rig ? i see you put tentacles on him too, thats a nice touch :3 i would be happy to try out some stuff :v for science of course,
FlufyFox Posted July 7, 2021 Posted July 7, 2021 To me the 3 fingers of the left draugr hands are like this, the mesh is not folowing the controller, the right hand is fine, and are only this 3 fingers, is there any easy way that i can fix this? Thanks :3
factoryclose Posted July 9, 2021 Author Posted July 9, 2021 On 7/7/2021 at 4:26 PM, FlufyFox said: To me the 3 fingers of the left draugr hands are like this, the mesh is not folowing the controller, the right hand is fine, and are only this 3 fingers, is there any easy way that i can fix this? Thanks :3 Didn't I add the skeer rig? I'll go check it out, and that draugr thing too. 1
FlufyFox Posted July 9, 2021 Posted July 9, 2021 3 hours ago, factoryclose said: Didn't I add the skeer rig? I'll go check it out, and that draugr thing too. Yes, i found him the seeker, i was getting lower version i think xD now i get yours on here in LL, and i am testing all of them pretty cool :3 great work
thedarkone1234 Posted September 27, 2021 Posted September 27, 2021 Not exactly the correct place to ask, but did ABC for users disappear intentionally? I can't seem to find it anymore on site, and google leads to permission error
MadMansGun Posted September 27, 2021 Posted September 27, 2021 7 hours ago, thedarkone1234 said: Not exactly the correct place to ask, but did ABC for users disappear intentionally? I can't seem to find it anymore on site, and google leads to permission error https://www.loverslab.com/files/file/7556-animated-beasts-cocksabc-for-users-le-se/
Thingolf Posted October 22, 2021 Posted October 22, 2021 Is this supposed to work "straight out of the box" or do I have to change some settings? All my beast cocks are just regular static ones.
MadMansGun Posted October 22, 2021 Posted October 22, 2021 (edited) 3 hours ago, Thingolf said: Is this supposed to work "straight out of the box" or do I have to change some settings? All my beast cocks are just regular static ones. this is the support page for "Animated Beast's Cocks(ABC) For modders" not "Animated Beast's Cocks(ABC) For users" and abc only works with animations that are made for abc. Edited October 22, 2021 by MadMansGun
GremlinSleeperAgent Posted November 28, 2021 Posted November 28, 2021 Hey, I've been wanting to get into 3d animation for a while now but I can't get my hands on 3ds max. (I know I can get it for free as a student but my school doesn't qualify) Anyways, that leaves me with blender. Is there a tutorial to convert the rigs to a .blend file? If not, would someone mind giving me some instructions?
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