gerra6 Posted January 24, 2013 Posted January 24, 2013 I finally got around to downloading Blender (2.49b) been real busy. But I'm afraid to say I'm already running into roadblocks just trying to import things. So far I can get the skeleton just fine but when trying to get the mesh over the skeleton it becomes a compacted mess in the middle of the scene. I'm following this guide but it doesn't mention anything about getting around any problems: http://oblivion.nexusmods.com/mods/32624 Import the mesh(es) first. A stripped down skeleton will be imported with the mesh...delete it. Next' date=' select all of the meshes and then import the complete skeleton from the _male folder. Note: be sure to select "import skeleton only and parent selected" when importing the skeleton. While I'm at it though I'm not sure if my aims are possible exactly, see I use scaled up females in game with the setscale command(I know its weird, I apologize but I just like size differences) and as such most of the females hands are floating really far away from their partner. That's probably going to be tough to fix. While you could certainly modify the animations to work for a given scale, your new animations would have problems with other scales. I figure fixing this is definitely possible but it would be much much easier if I can have the increased scale reflected in Blender as well without screwing things up. That's fairly easy to do. You can modify the scale in either object mode or edit mode. It would also help alot if I could import two animation' date=' the offensive side and defensive side, into one scene of course. [/quote'] That's easy enough. Just have two different body meshes (safest to keep them on different layers during the import). Import one skeleton + animation with one body selected. Then do the same with the second body and animation. Sometimes imports get weird when there is already an animation in the scene. If this happens, just use pose converter. http://www.loverslab.com/showthread.php?tid=15408 Import the first animation. Use pose converter to save it. close Blender and import the second animation, again using pose converter to save it. Then import two skeletons parented to two separate meshes and load the animations via pose converter to each separate mesh.
TDA Posted January 24, 2013 Posted January 24, 2013 What about the *tongue*? One talented man did it for me' date=' but it not perfect (too few bones -4 ). Although the goal was animation for *eating ice cream*. This will greatly enhance opportunities for creating animations, without wild, comical and unreal movements for actors. [/quote'] Send me the skeleton. I'll add the tongue and add a few more bones. How many tongue bones will you want? to the size of this the model (added with skel), at least 10 bones, with SCALE for each. Thanks. http://www.mediafire.com/?45cdafmarurp62n
TDA Posted January 24, 2013 Posted January 24, 2013 I finally got around to downloading Blender (2.49b) been real busy. But I'm afraid to say I'm already running into roadblocks just trying to import things. So far I can get the skeleton just fine but when trying to get the mesh over the skeleton it becomes a compacted mess in the middle of the scene. I'm following this guide but it doesn't mention anything about getting around any problems: http://oblivion.nexusmods.com/mods/32624 While I'm at it though I'm not sure if my aims are possible exactly' date=' see I use scaled up females in game with the setscale command(I know its weird, I apologize but I just like size differences) and as such most of the females hands are floating really far away from their partner. I figure fixing this is definitely possible but it would be much much easier if I can have the increased scale reflected in Blender as well without screwing things up. It would also help alot if I could import two animation, the offensive side and defensive side, into one scene of course. I don't want to hijack the thread into a 'help me' thing but, it looks like the best place to ask. [/quote'] How is it in Blender does not know, but in Max is necessary to reduce Bip01_PELVIS, then it is correctly exported to animation. Bip 01 is not working. (not exported to the game.)
Grumpf Posted January 24, 2013 Posted January 24, 2013 The wings are only decorative' date=' although they are designed to be animated. [/quote'] Hence do not need bones until they become animated... About the tail you guys are confonding the tail slot with the tail bones. Unless you have some kind of weird cloth, only wearable by non tailed creature, that uses the tail bones to be animated . These bones strike me as legitimate and they are used in many meshes: These bones are inconvenient to me and I suspect of limited use: The 'AlexScoropionBones' possible very limited. The 'Drake' bones. These are unused as far as I can tell: The eight extra tails. The ponytails. Agreed.
gregathit Posted January 24, 2013 Author Posted January 24, 2013 Hey Grumpf, Here is the Lift animation set with BB added: Lift with BB for Grumpf.7z To everyone else: Don't bother downloading this right now. It is not setup for lovers yet. I am working on getting it formatted properly for lovers and I will be labeling it as Grumpf 146. When I have it done I will upload it to post 4 of this thread.
Grumpf Posted January 24, 2013 Posted January 24, 2013 Thanks Greg! I made a FPS test using a scene with many actors and not so many objects thus a lot of "skeletons" (you can see the environement in naughtymachinima movies). I was roughly 22. Cleaning the skeleton from 73kb to 32kb by removing useless bones, I was roughly 28... It's not that much and a very few scenes in OB have that many actors but it's to be considered anyway... Now, do we all agree to get rid of those at least: Tail72, 68, 60, 80, 88, 84, 76 & 64 Poyas1 Vaginawalls Wing Pony PonyChub Pony no motion Pony1 WingsWingAlexscorpionnomotion WingsWingAlexscorpion
gerra6 Posted January 24, 2013 Posted January 24, 2013 Thanks Greg! I made a FPS test using a scene with many actors and not so many objects thus a lot of "skeletons" (you can see the environement in naughtymachinima movies). I was roughly 22. Cleaning the skeleton from 73kb to 32kb by removing useless bones' date=' I was roughly [b']28[/b]... It's not that much and a very few scenes in OB have that many actors but it's to be considered anyway... Now, do we all agree to get rid of those at least: Tail72, 68, 60, 80, 88, 84, 76 & 64 Poyas1 Vaginawalls Wing Pony PonyChub Pony no motion Pony1 WingsWingAlexscorpionnomotion WingsWingAlexscorpion Here's what I propose: Three core skeletons, all based off of Growlf's controllable skeleton (which is based on Talkie Toaster's resizing bones and Coronerras Maximum compatibility skeleton). 1. Full compatibility skeleton: This skeleton will include every bone in Growlf's skeleton as well as any new bones (male organ, tongue, B4 scale bones) 2. Performance skeleton: This skeleton will be a stripped down version of the full compatibility skeleton with any bones with no *known* animation support removed. 3. Modders skeleton: This skeleton will be a further stripped down version of the performance skeleton with any bones that none of us ever plan on using removed. Sound good?
Symon Posted January 24, 2013 Posted January 24, 2013 Sounds like a plan. Call them: 1. skeleton.nif 2. skeletonperf.nif 3. skeletonmin.nif That way, those they decline reading and just install all three will get one that works with anything by default!
Guest Posted January 24, 2013 Posted January 24, 2013 I still can't get the meshes to import properly. Same mutilated mesh and importing the skeleton afterwards just makes it worse. Its like something is not telling it to wrap to the skeleton. I've tried different meshes as well and get the same result. Also I forgot to ask about pose converter, does it simply go into the plug ins folder?
gerra6 Posted January 24, 2013 Posted January 24, 2013 to the size of this the model (added with skel)' date=' at least 10 bones, with SCALE for each. Thanks. [/quote'] I'm adding it now. Just one question. When you ask for scale bones for each bone, does that mean that you want 20 total tongue bones? Or would a single scale bone at the root of the tongue be enough? That will allow you to generically grow or shrink the entire tongue. Here's what I've got so far: 1. Bip01_tongueRoot 2. Bip01_tongueScale 3. Bip01_tongue01 4. Bip01_tongue02 5. Bip01_tongue03 6. Bip01_tongue04 7. Bip01_tongue05 8. Bip01_tongue06 9. Bip01_tongue07 10. Bip01_tongue08 11. Bip01_tongue09 12. Bip01_tongue10 That's a whole lotta bones.
TDA Posted January 24, 2013 Posted January 24, 2013 to the size of this the model (added with skel)' date=' at least 10 bones, with SCALE for each. Thanks. [/quote'] I'm adding it now. Just one question. When you ask for scale bones for each bone, does that mean that you want 20 total tongue bones? Or would a single scale bone at the root of the tongue be enough? That will allow you to generically grow or shrink the entire tongue. Here's what I've got so far: 1. Bip01_tongueRoot 2. Bip01_tongueScale 3. Bip01_tongue01 4. Bip01_tongue02 5. Bip01_tongue03 6. Bip01_tongue04 7. Bip01_tongue05 8. Bip01_tongue06 9. Bip01_tongue07 10. Bip01_tongue08 11. Bip01_tongue09 12. Bip01_tongue10 That's a whole lotta bones. Do as you like. Ideally, of course, it should be similar to the muscle (as it is), and this should be scaled differentially. Possible so (to facilitate your work- Bip01_tongueRoot SC - Bip01_tongue01 SC - Bip01_tongue03 SC .... Bip01_tongue09 SC
gerra6 Posted January 24, 2013 Posted January 24, 2013 Do as you like. Ideally' date=' of course, it should be similar to the muscle (as it is), and this should be scaled differentially. Possible so (to facilitate your work- Bip01_tongueRoot SC - Bip01_tongue01 SC - Bip01_tongue03 SC .... Bip01_tongue09 SC [/quote'] It's probably worth mentioning that the only purpose to scale bones is to allow you to create two separate tongue animations that would be active at the same time. As long as you only want to run a single tongue animation at a time, you probably don't need scale bones, simply scaling the bones in the animation should work fine. Here's the Niftools forum post for additional background. It's what got me started editing skeletons...err...yesterday. I've taken a look at the rigging of the tongue mesh and I don't quite understand it. All three tongue bones are assigned constant weights to the entire tongue, the only difference between the three bones is the amount of weight given to each bone. You can probably generate a bending effect with it, just from the sheer distance that the tongue 3 bone had from the others, but it probably wasn't too usable. Looking at this tongue...10 bones may be overkill. It may be that all you need is for the existing tongue to be re-rigged. Want me to try that instead? (Note, I have completed the updated 10 tongue bone skeleton and am in the process of rigging the tongue for it, so it's not a matter of work...just parsimony)
gregathit Posted January 25, 2013 Author Posted January 25, 2013 Ok, I just finished adding bbb to Grumpf's lift animation and converting it to lovers format. Folks this is a must see animation. Grumpf really did a good job with it. Now if you don't like the bouncing breasts please don't blame Grumpf as that would be my fault and not his. A video of the animation can be found here: http://www.naughtymachinima.com/video/6687/Claudias-little-secret-Gold-edition-POS52 NOTE: The breasts in that video have not been animated, but what you will see in your game will be. The animation is Grumpf - 146 and you can grab it from post 4.
Grumpf Posted January 25, 2013 Posted January 25, 2013 Perfect! Gerra if you can rig I would like to test the penis bones of our future sekelton. Can you rig this guy to start with? USStrapon.zip
TDA Posted January 25, 2013 Posted January 25, 2013 Do as you like. Ideally' date=' of course, it should be similar to the muscle (as it is), and this should be scaled differentially. Possible so (to facilitate your work- Bip01_tongueRoot SC - Bip01_tongue01 SC - Bip01_tongue03 SC .... Bip01_tongue09 SC [/quote'] It's probably worth mentioning that the only purpose to scale bones is to allow you to create two separate tongue animations that would be active at the same time. As long as you only want to run a single tongue animation at a time, you probably don't need scale bones, simply scaling the bones in the animation should work fine. Here's the Niftools forum post for additional background. It's what got me started editing skeletons...err...yesterday. I've taken a look at the rigging of the tongue mesh and I don't quite understand it. All three tongue bones are assigned constant weights to the entire tongue, the only difference between the three bones is the amount of weight given to each bone. You can probably generate a bending effect with it, just from the sheer distance that the tongue 3 bone had from the others, but it probably wasn't too usable. Looking at this tongue...10 bones may be overkill. It may be that all you need is for the existing tongue to be re-rigged. Want me to try that instead? (Note, I have completed the updated 10 tongue bone skeleton and am in the process of rigging the tongue for it, so it's not a matter of work...just parsimony) Thank you. Why are you straightened Penis ? I have half of the animation is altered under the curve ))).... Well, thanks again ...
gerra6 Posted January 25, 2013 Posted January 25, 2013 Thank you. Why are you straightened Penis ? I have half of the animation is altered under the curve ))).... Well' date=' thanks again ... [/quote'] Ah...I just copied the layout of the tongue to the modified controllable skeleton that I posted yesterday. I hadn't noticed that your skeleton included male organs. The skeleton I sent you included the new bones that I had added, but which haven't yet been used. I'll just swap them out for yours. Any other custom bones that should be ported into the Lovers Skeleton?
gerra6 Posted January 25, 2013 Posted January 25, 2013 OK... The next update to the Lovers Skeleton will have a couple of modifications. Tongue bones for animated tongues. Bip01_tongueRoot Bip01_tongueScale Bip01_tongue01 Bip01_tongue02 Bip01_tongue03 Bip01_tongue04 Bip01_tongue05 Bip01_tongue06 Bip01_tongue07 Bip01_tongue08 Bip01_tongue09 Bip01_tongue10 Dict 1-4 will be replaced by Bip01 penisroot Bip01 penis01 Bip01 penis02 Bip01 penis03 Bip01 penis04 Bip01 penis05 Balls bone will be replaced by Bip01 Balls
gerra6 Posted January 25, 2013 Posted January 25, 2013 Perfect! Gerra if you can rig I would like to test the penis bones of our future sekelton. Can you rig this guy to start with? Sure thing. I've just completed primary coding on an automated rigging tool for...well...floppy tube shaped things. Once I build a UI (so that you don't have to customize the script for every mesh) I'll release it. In the meantime, I'll rig the strapon for the male organ bones from TDA's skeleton and send you both files when I'm done.
Gaebrial Posted January 25, 2013 Posted January 25, 2013 About the tail you guys are confonding the tail slot with the tail bones. Unless you have some kind of weird cloth' date=' only wearable by non tailed creature, that uses the tail bones to be animated . [/quote'] No, the cloaks and capes I am thinking of use the both the tail slot and the tail bones. Yes, they are animated - it does give them a sort of 'wafting in the breeze' effect. For an example, see the cloak in the Lady Death set.
Grumpf Posted January 25, 2013 Posted January 25, 2013 Ah ok. That's weird though. Well I guess we need to release several skeletons and Symon idea is the best... Choose your skeleton by renaming it and if you don't know you'll have mister everything that'll work... Anyway, after my tests I think it's more a question of extreme optimizations as it may no impact the game that much... I'll redo more tests when relevant! Cheers
legit1337 Posted January 25, 2013 Posted January 25, 2013 Ok' date=' I just finished adding bbb to Grumpf's lift animation and converting it to lovers format. Folks this is a must see animation. Grumpf really did a good job with it. Now if you don't like the bouncing breasts please don't blame Grumpf as that would be my fault and not his. A video of the animation can be found here: http://www.naughtymachinima.com/video/6687/Claudias-little-secret-Gold-edition-POS52 NOTE: The breasts in that video have not been animated, but what you will see in your game will be. The animation is Grumpf - 146 and you can grab it from post 4. [/quote'] Excellent, well done! It's perfect, except for the 90 degree rotating thing but that cant be helped.
Grumpf Posted January 25, 2013 Posted January 25, 2013 I still have to figure out TDA's nice instruction but eventually it will be a thing from the past!
gregathit Posted January 25, 2013 Author Posted January 25, 2013 Ok' date=' I just finished adding bbb to Grumpf's lift animation and converting it to lovers format. Folks this is a must see animation. Grumpf really did a good job with it. Now if you don't like the bouncing breasts please don't blame Grumpf as that would be my fault and not his. A video of the animation can be found here: http://www.naughtymachinima.com/video/6687/Claudias-little-secret-Gold-edition-POS52 NOTE: The breasts in that video have not been animated, but what you will see in your game will be. The animation is Grumpf - 146 and you can grab it from post 4. [/quote'] Excellent, well done! It's perfect, except for the 90 degree rotating thing but that cant be helped. Actually I "could" fix that but choose not to on that one. I felt there was more call to move side to side and forward\backward on that particular animation to adjust between different races. You can still also move up and down too. Now I only tested this with a few races so perhaps there are some that debunk this. If so, holler and I can rotate the animations thanks to Gerra6's newly updated tool.
legit1337 Posted January 26, 2013 Posted January 26, 2013 Ok' date=' I just finished adding bbb to Grumpf's lift animation and converting it to lovers format. Folks this is a must see animation. Grumpf really did a good job with it. Now if you don't like the bouncing breasts please don't blame Grumpf as that would be my fault and not his. A video of the animation can be found here: http://www.naughtymachinima.com/video/6687/Claudias-little-secret-Gold-edition-POS52 NOTE: The breasts in that video have not been animated, but what you will see in your game will be. The animation is Grumpf - 146 and you can grab it from post 4. [/quote'] Excellent, well done! It's perfect, except for the 90 degree rotating thing but that cant be helped. Actually I "could" fix that but choose not to on that one. I felt there was more call to move side to side and forward\backward on that particular animation to adjust between different races. You can still also move up and down too. Now I only tested this with a few races so perhaps there are some that debunk this. If so, holler and I can rotate the animations thanks to Gerra6's newly updated tool. To my knowledge you can only move side/side or up/down on those 90 degree rotated anims, not forward/back.
gregathit Posted January 26, 2013 Author Posted January 26, 2013 Actually I "could" fix that but choose not to on that one. I felt there was more call to move side to side and than forward\backward on that particular animation to adjust between different races. You can still also move up and down too. Now I only tested this with a few races so perhaps there are some that debunk this. If so' date=' holler and I can rotate the animations thanks to Gerra6's newly updated tool. [/quote'] To my knowledge you can only move side/side or up/down on those 90 degree rotated anims, not forward/back. Typo. I "meant" to type a "than" instead of "and". Fixed it above. Again, if there are adjustment issues that need to be addressed due to "not" being able to move forward\backward let me know, otherwise I will leave it as it sits. Well, I skipped working on my "chosen" cue and started in on group 1 (the from behind group) and DAMN!!!! I have five pages of notes on stuff to fix for animations 54-99 (not including adding bbb). This is seriously going to take me a while....
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