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Animated Beast's Cocks(ABC) For modders - 3ds Max Rigs


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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).

 

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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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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

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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

20200522194346_1.thumb.jpg.193a8d9998490f4e54f895b036292c96.jpg

 

EDIT3:

Okay, got it figured out now, thanks for the help!

Spoiler

20200522200030_1.thumb.jpg.165c49375abbec7a8da617796ca1463c.jpg

 

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  • 3 months later...
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

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  • 2 weeks later...

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

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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

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  • 1 month later...
  • 6 months later...

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 

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Guest DopyDopy2

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. 

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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 by Enduus
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  • 2 weeks later...
  • 3 weeks later...
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,
 

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  • 2 weeks later...
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

 

draugr.jpg.6b305d787e10b08c653c0c40126b92fb.jpg

 

Didn't I add the skeer rig? I'll go check it out, and that draugr thing too.

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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

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  • 2 months later...
  • 4 weeks later...
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 by MadMansGun
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