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3DSMax penis with animation HELP


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Posted

I am creating animations and I need to animate the penis manually.
In 3DSMax I put the skeleton (with the SOS penis bones), the mesh of the body and the mesh of the penis.
In the 3DSMax, when I move the bone, the mesh of the penis moves (Everything works perfect up to here)
The problem is when I take my animation to Skyrim I can not see the movement I made of the penis in 3DSMax.
I also add penis bones to the txt file to create the "Rig Bones" in 3DSMax.
Does anyone know what else should I do or what am I doing wrong?
Thank you very much and greetings.

Posted
24 minutes ago, Koalmex said:

I am creating animations and I need to animate the penis manually.
In 3DSMax I put the skeleton (with the SOS penis bones), the mesh of the body and the mesh of the penis.
In the 3DSMax, when I move the bone, the mesh of the penis moves (Everything works perfect up to here)
The problem is when I take my animation to Skyrim I can not see the movement I made of the penis in 3DSMax.
I also add penis bones to the txt file to create the "Rig Bones" in 3DSMax.
Does anyone know what else should I do or what am I doing wrong?
Thank you very much and greetings.

sorry but SOS dicks don't have that kind of control available, in fact we are only just starting to get that kind of control for creatures.

Posted
2 minutes ago, MadMansGun said:

sorry but SOS dicks don't have that kind of control available, in fact we are only just starting to get that kind of control for creature animations.

 

Yes, right now I saw the post of factoryclose.
I will be following closely and giving all my support possible.
Thank you.

Posted
39 minutes ago, Koalmex said:

.

so apart from that did the rest of your animation work right? learning the export settings can be a bit tricky.

Posted

You want to rotate the.. lower hip? bone, most of the animation rigs come with a animation controller, I forget the name of the actual controller/bone in question but in one of the popular rigs, it's visualized by a wavy green circle that goes around the lower pelvis. I use this to position the genitals.

Posted
9 hours ago, MadMansGun said:

so apart from that did the rest of your animation work right? learning the export settings can be a bit tricky.

Yes, everything worked fine except the movement of the penis
In my 3DSMax it looks like this but in the game the penis is still static

 

7a33781947543a8cf1e70805b5440cab.png

 

I also added the bones to the Rig Bone.txt to export it

NPC GenitalsBase [GenBase]
NPC Genitals01 [Gen01]
NPC Genitals02 [Gen02]
NPC Genitals03 [Gen03]
NPC Genitals04 [Gen04]
NPC Genitals05 [Gen05]
NPC Genitals06 [Gen06]

 

 

7 hours ago, darkevilhum said:

You want to rotate the.. lower hip? bone, most of the animation rigs come with a animation controller, I forget the name of the actual controller/bone in question but in one of the popular rigs, it's visualized by a wavy green circle that goes around the lower pelvis. I use this to position the genitals.

 

No, I want to give animation to the whole penis

Posted

I'm not really concerned by Skyrim creatures because I use custom ones, but for human..
I do not know on what rig you base your test, but look at the xpmse directly,

There is alredy dick bones, but they are mainly dedicated for "SOS" so controled by mod.

I have looked a bit to that and the issue can be some conflict with the original dick control, who is necessary to align dick in most of older animations.
Creature dick was 100% static without any mod controling them, it's not the same with all the human dick mods.
I have well a clue but curently it break all dick mods compatibility.. And do not allow to align dick..


 

Posted
7 hours ago, Koalmex said:

No, I want to give animation to the whole penis

 

SOS nodes are like the tail nodes, they are controlled by a separate behavior file (why bugthesda did that to the tail nodes i do not know), therefor if it was even possible to make animations for them they would of had to of been exported as a separate animation without the rest of the body nodes. but even if fore made a "SOS patch" for FNIS i still don't think you would be able to animate them because of all the scripting shit attached to them.

 

so for now the only place where you can animate SOS nodes like the body nodes is in animated nif files (like my animated load screens)

Posted
18 hours ago, Koalmex said:

Yes, everything worked fine except the movement of the penis
In my 3DSMax it looks like this but in the game the penis is still static

 

7a33781947543a8cf1e70805b5440cab.png

 

I also added the bones to the Rig Bone.txt to export it

NPC GenitalsBase [GenBase]
NPC Genitals01 [Gen01]
NPC Genitals02 [Gen02]
NPC Genitals03 [Gen03]
NPC Genitals04 [Gen04]
NPC Genitals05 [Gen05]
NPC Genitals06 [Gen06]

 

 

 

No, I want to give animation to the whole penis

 

Yeah I get what you 'want'. But what you want isn't possible. At present. You could go look into making it possible, but right now it's not, so I'm telling you how I and likely other animators go about moving the penis. As this is the only option available atm.

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