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Lovers Animations Workshop - old one


gregathit

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Posted

Ok, I opened my mouth and put my foot directly inside!

 

Fellow animators!! HELP!! :blush:

 

I am trying to edit animation DS 197 (bbbpack 09) the offensive set to add BBB to it. When I open it in blender the feet (which should be static) are moving while the rest of the body (which should be thrusting) is not moving.

 

I am pretty certain this is due to not having the correct skeleton, but I am using growlf's universal skeleton, so damn if I know what the heck is going on. The skeleton that the animation was made with "appears" to be the same or similar to the one Nusbie uses but I can't tell for certain (nor do I even know what skelly Nusbie does use - I just know that it is not the universal one).

 

Long story short, no bouncing breasts for the offensive animation unless someone can figure out what skelly I should be using. The good news is the defensive animations for this number used a normal skelly so I am making them bounce as we speak.

 

I had planned on releasing a pack tonight but with this hiccup I have not yet finished the animating or even made it to final testing to make sure nothing is broken....so no pack tonight. I will try to get it out early tomorrow sometime. Sorry.

Posted

On it.

 

I didn't get the chance to test this in game yet as I literally just finished adding bbb to the defensive animations. I can't add bbb to the offensive as I lack the correct skeleton (described issues in previous post). Maybe you will be able to succeed where I seem to be failing.

 

Feel free to tweak or even redo the bbb on the defensive if you like. I haven't had the chance to see it in game so I don't know how it turned out. Sometimes the way things show in blender doesn't seem to happen the same way "in game" if you know what I mean.

 

 

Guys this file is just for Grumpf. You are welcome to grab it if you like but it is very much an alpha at this stage so it really isn't worth messing with. Your are free to do so but just be aware that oddities could happen. ;)

Posted

Ok so before I go any further: is that any better?

 

It's a bit strange as there seem to be some bone movements I can see in the editor, only the result. Like if someone touched something he shouldn't have...

Also keys needs to be fixed too but that's easy.

Can you post one or two SS of what it's supposed to look like?

Worse for worse, I can redo it.

OFF1.zip

Posted

Grumpf:

 

I haven't had a chance to look at the file but I will do so shortly. As to a picture of what it is supposed to look like:

 

 

 

197jr.jpg

 

 

 

His feet are supposed to be fixed to the ground and he bends his knees and thrusts up with his legs and hips.

Posted

Ok maybe it'll be simpler if I simply recreate it from scratch. I know what you need so I'll try tomorrow!

Cheers.

 

 

Well, the file you sent me didn't work any better than the ones I sent you. :P

 

If you have the time and desire to recreate it with bbb then that would be great, if not then I will just leave the bbb on the defensive position and call it good. ;)

 

 

 

Awesome new stuff by the way! I will convert it to Lovers format and put them up for DL later today.

Posted

Curious as I am, I already tried adding Grumpf´s 2 animations to Lovers :D

 

Wasn´t as easy as planned, though :/

 

I can´t seem to align them correctly, as there is no "sideway" correction in the Lovers Ini.

Tried changing the base angle of them in 3ds max, didn´t get me any further.

Maybe you ahve more luck with that.

Posted

Curious as I am' date=' I already tried adding Grumpf´s 2 animations to Lovers :D

 

Wasn´t as easy as planned, though :/

 

I can´t seem to align them correctly, as there is no "sideway" correction in the Lovers Ini.

Tried changing the base angle of them in 3ds max, didn´t get me any further.

Maybe you ahve more luck with that.

[/quote']

 

You have to load them into blender and then use gerra6's tool to switch the angle to the normal lovers one. Then you export it and adjust things in nifskope and then you are ready to go. It isn't terribly hard or anything, but it does take a bit of time to do.

Posted

 

 

You have to load them into blender and then use gerra6's tool to switch the angle to the normal lovers one. Then you export it and adjust things in nifskope and then you are ready to go. It isn't terribly hard or anything' date=' but it does take a bit of time to do.

[/quote']

 

 

 

aw blender again. I suspect it´s also possible in 3ds, but likely even more tedious.

So many questions, starting by how to use scripts in blender, what version to use etc...and I don´t want to hijack this thread with my newbie questions :huh:

Posted

aw blender again. I suspect it´s also possible in 3ds' date=' but likely even more tedious.

So many questions, starting by how to use scripts in blender, what version to use etc...and I don´t want to hijack this thread with my newbie questions :huh:

[/quote']

 

If your questions are about animating then this is the place to discuss it. This is the workshop after all. :P

 

Blender portable: http://oblivion.nexusmods.com/mods/42755

See post 257 for the tool to change pose angles: http://www.loverslab.com/showthread.php?tid=13728&page=26

Posted

Well I´m already running blender "249.2" since ages, but never touched it after trying to add bbb to existing animations a year ago. It was tedious, and ingame something was ALWAYS screwed up.

 

gerra´s script is in position...now the great question...how to initiate it?

Posted

Well I´m already running blender "249.2" since ages' date=' but never touched it after trying to add bbb to existing animations a year ago. It was tedious, and ingame something was ALWAYS screwed up.

 

gerra´s script is in position...now the great question...how to initiate it?

[/quote']

 

Make sure you are in object mod and then click on the object button and choose scripts, then choose the pose converter tool.

Posted

Sigh...tested the anims from post #456. The "WA2" files give me a python script error upon trying to import them into blender. "WA" works, but upon trying to export them, a syntax error in the face anim lines pops up.

I assume, by "switching the angle to the lovers one" you mean making use of the "rotate 90°" feature, right?

Posted

Pose Converter Beta 0.49

 

I've given Pose Converter its very own thread

 

The latest beta adds the modify animations feature, which can be used to increase or decrease the magnitude of any transformations on any bone/keyframe combinations you choose.

 

The copy animations feature has been significantly improved. It now add bone selection, frame selection, and frame shift options when loading any previously saved animations.

 

The tool now includes the ability to view, set, and modify bone priorities.

 

The instructions are pretty bare bones at the moment. I'm working on putting together some better explanations for how things work.

 

Next version will probably include a few more options for the copy animations feature, and will improve the user interface for the BB animations.

Posted

Ok, more excuses time. I was play testing and I noticed a number of the animations I have been working on have tails WAY out of place. In the ground, in the other person and so on. I am going back through the 1-10 and the others that will make up this pack to correct this issue. I figure now is the time to get this out of the way so that I (or anyone else) won't have to mess with this down the road.

 

The mini pack when I get it done will contain final versions of these animations:

BBpack 1-10

bbpack 39 \DS 12

bbpack 83 \DS 117

bbpack 99 \DS 25

bbpack 120 \DS 63.1

bbpack 143 \DS 16

bbpack 144 \DS 36

bbpack 145 \DS 44

 

Since I have now missed two predicted dates, I am not giving out one for this pack but it will be as soon this week as I possibly can get.

 

Thanks.

Posted

Thanks Gerra6! I have the old 1.9 (alpha?) version running so I need to upgrade to this one.

 

Yeah, my version numbering had a fit of the stupid.

 

I backpedaled to Alpha when I rebuilt the UI from scratch to take advantage of a more object oriented approach.

 

This was a good thing, because it's now *vastly* easier for me to code a menu that does neat things like toggle-able override sliders, show or hide buttons depending the values of other buttons, etc.

 

We're in Beta now, for what it's worth.

Posted

Ok' date=' more excuses time. I was play testing and I noticed a number of the animations I have been working on have tails WAY out of place.

 

[/quote']

 

Yeah I completely forgot this as well when I was attempting the massive overhaul.

 

Do tails and wings and double BBB and you are set ;D

Posted

Hi guys,

Yeah sorry about my system: using Max forces me to rotate the animations all the time. On the other hand, as we are a lot of Max users and some Blender/Max gurus maybe we can automate the process of converting My Max's to LPK? Gerra you think there's a simple routine that can be automated (I know we ask a lot of you but you started by shaking those scripts if front of our eyes so it's your fault!)? Besides, that'll be a good exercise in order to prepare for our OB2SK Gerraconverter® ®. I got close to 700 animations...

 

I also will go back to understanding LPK base engine and see if I can create a plugin to use my animations as is, especially the 3some ones.

 

Be right back people, keep up the good work!

Posted

Oh and Kasimir: Be a dear and try to write down (draftly I don't need a guide) roughly what you did with Blender so I can bug you later. Thanks!

Posted

Hi guys' date='

Yeah sorry about my system: using [i']Max [/i]forces me to rotate the animations all the time. On the other hand, as we are a lot of Max users and some Blender/Max gurus maybe we can automate the process of converting My Max's to LPK? Gerra you think there's a simple routine that can be automated (I know we ask a lot of you but you started by shaking those scripts if front of our eyes so it's your fault!)? Besides, that'll be a good exercise in order to prepare for our OB2SK Gerraconverter® ®. I got close to 700 animations...

 

It's hard to say. I'd have to first understand the process before I could even attempt to automate it.

 

I can do a fair number of things from within the confines of Blender, but I haven't yet taken the plunge to learn how to directly modify things outside of Blender.

 

Oh yeah, it's not available yet in the posted version, but the development version of Pose Converter now includes the ability to specify the angle of rotation, which should be helpful for some of the lovers animation conversions. I was holding off on releasing that feature until I came up with a good way to implement an undo button. It really really needs one.

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