Bromm83 Posted December 11, 2011 Posted December 11, 2011 John' date=' I'll take a look at those and try to get them in soon. Bromm, thanks for helping me avoid mega/super/whateverupload.com . Also, not sure what you mean by 'resetting'. Animations care about the skeleton name and the bone names, that's all WRT the skeleton. As you know, you can copy any skeleton you want into the appropriate directory, as long as it's named skeleton.nif, it will work. If the bone names the KF wants to use are missing from the skeleton, you get problems like infinite tits. [/quote'] I was talking about blender. really just switching old anims to bouncing breasts skeleton, then anim the breasts and export...
prideslayer Posted December 11, 2011 Posted December 11, 2011 John' date=' I'll take a look at those and try to get them in soon. Bromm, thanks for helping me avoid mega/super/whateverupload.com . Also, not sure what you mean by 'resetting'. Animations care about the skeleton name and the bone names, that's all WRT the skeleton. As you know, you can copy any skeleton you want into the appropriate directory, as long as it's named skeleton.nif, it will work. If the bone names the KF wants to use are missing from the skeleton, you get problems like infinite tits. [/quote'] I was talking about blender. really just switching old anims to bouncing breasts skeleton, then anim the breasts and export... Oh gotcha. Yes there is a bit of work involved in that. The anim will import fine into blender with the BNB skeleton, but you still need to weight paint the mesh (assign parts of the tits to the two new tit bones) and then animate those new bones.
Chekist Posted December 11, 2011 Posted December 11, 2011 Does anyone know why blender animates bones wrong? I mean, leg bones are in exact position in two keyframes but between those keyframes(1 and 6, 12 and 18) the bones are rotating on z axis when they shouldnt. Edit: That was some kind of random blender glitch. Opened the file again and the weird rotations are gone, lol.
Guest Donkey Posted December 11, 2011 Posted December 11, 2011 John' date=' I'll take a look at those and try to get them in soon. Bromm, thanks for helping me avoid mega/super/whateverupload.com . Also, not sure what you mean by 'resetting'. Animations care about the skeleton name and the bone names, that's all WRT the skeleton. As you know, you can copy any skeleton you want into the appropriate directory, as long as it's named skeleton.nif, it will work. If the bone names the KF wants to use are missing from the skeleton, you get problems like infinite tits. [/quote'] I was talking about blender. really just switching old anims to bouncing breasts skeleton, then anim the breasts and export... Not sure if it will work correctly if the animation is created with a different skeleton and you just open blender with a new skeleton that supports BBB you need to open text editor and switch to BoneExMat and see if all in there is same for a clean bbb skeleton. If this is screwed up then the animation will never extract correctly. And you will even get all mangled animations.
Guest Donkey Posted December 11, 2011 Posted December 11, 2011 All right here's three new anims. Nothing special but they where made not to long ago and aren't that bad. I'm planning on getting at least a couple of fem on fem going. Also Its not impossible to import a bed into the sex scene and animate the to love birds right on the bed. Just saying if this would make it a lot easier. I'm going to try loading another skeleton into existing animation and make some three ways that way for right at the moment. Quick question I didn't no if any one care for the esp I made when first posting anims. So I could update that or try and update it if any one would care for it that is. Any ways that's all I have for the moment and will get some more going soon. http://www.megaupload.com/?d=OJ56ZFGS Here you are! Btw. Does anyone know if it's possible to switch the skeleton on an animation without resetting the whole thing? Yes start a new scene' date=' click on SCE:Scene and click on add new use either Empty or full copy, if you only want the skeleton changed Delete the skeleton if clicked on full copy. only the mesh is still there. Click on File => Import => Netimerse/Gamebryo select the animation you want to import And use the option Import Skeleton only + parent Selected And that should do it. now move to scene 1 and start copy all position and paste it in the second scene. And that should do it. Here is a sample how to add bbb to existing animation. It has blend + kf file sample
Guest Donkey Posted December 11, 2011 Posted December 11, 2011 I am a bit rusty, but here is a new Gecko animation i named it Gecko01C is the Creature part, and Gecko01F is the NPC part Angle for animation needs to be somewhere between 25 and 30 set HoffsetA to HOffsetA + 25
prideslayer Posted December 11, 2011 Posted December 11, 2011 Nice.. I'll try to get it in soon. Somebody tell Halstrom haha
Chekist Posted December 11, 2011 Posted December 11, 2011 Heres a little problem with skeleton in new (created from scratch) anims. I'm not sure what am I doing wrong. Heres what I'm doing: 1)Import skeleton (realign bone tail + roll), importing skeleton only 2)Importing meshes and parenting them with an armature (parenting by name groups). Body mesh already comes weighted and bones are weighted too, assign bone priority. 3)Rotate whole skeleton (all bones) -90.0, adjust Z position of the bones. Create 2 keyframes to test body position -> everything is fine in the game, the body stands on the ground, facing the right direction. 4)Here is where the problem starts, as soon as I start to rotate or grab bones in order to change pose OR If I add another skeleton/meshes, the result .kf export is fucked up. The whole skeleton rotates 90.0 degrees back, and it looks like the bones aren't weighted at all, or the mesh isn't parented to the skeleton. If I try to open that .kf in blender - I have fucked up skeleton, unless I import it without "realign tail bone + roll". Been stuck for two days with that issue, been trying different import/export options but it's always the same thing: No bones are toched/rotated -> it plays fine. As soon as I touch the bones -> it "magically" forgets thet -90.0 rotation and it the whole skeleton is just laying on the ground, bones arent connected to each other etc.. Although, in Blender it looks absolutely fine. Kinda running out of ideas what the source of the problem could be. What am I doing wrong?
Guest Donkey Posted December 11, 2011 Posted December 11, 2011 Not sure how to answer this one, so i will leave this one for johnhead444
ChancellorKremlin Posted December 12, 2011 Posted December 12, 2011 One thing I noticed about oral animations is that the giver does not actually have her/his mouth open. Is there any way this could be looked into or is it just a massive nuisance that isn't worth the effort?
JohnHead444 Posted December 12, 2011 Author Posted December 12, 2011 Heres a little problem with skeleton in new (created from scratch) anims. I'm not sure what am I doing wrong. Heres what I'm doing: 1)Import skeleton (realign bone tail + roll)' date=' importing skeleton only 2)Importing meshes and parenting them with an armature (parenting by name groups). Body mesh already comes weighted and bones are weighted too, assign bone priority. 3)Rotate whole skeleton (all bones) -90.0, adjust Z position of the bones. Create 2 keyframes to test body position -> everything is fine in the game, the body stands on the ground, facing the right direction. 4)Here is where the problem starts, as soon as I start to rotate or grab bones in order to change pose OR If I add another skeleton/meshes, the result .kf export is fucked up. The whole skeleton rotates 90.0 degrees back, and it looks like the bones aren't weighted at all, or the mesh isn't parented to the skeleton. If I try to open that .kf in blender - I have fucked up skeleton, unless I import it without "realign tail bone + roll". Been stuck for two days with that issue, been trying different import/export options but it's always the same thing: No bones are toched/rotated -> it plays fine. As soon as I touch the bones -> it "magically" forgets thet -90.0 rotation and it the whole skeleton is just laying on the ground, bones arent connected to each other etc.. Although, in Blender it looks absolutely fine. Kinda running out of ideas what the source of the problem could be. What am I doing wrong? [/quote'] I am not sure how to answer this. I look at your blend save from a day or so ago and every thing looks fine. Ummm when exporting uncheck every thing and only have export animation only checked. I no for a fact that if you have stripify Geometry checked. It will screw every thing up. Let me no if this helps or upload the blend file that's giving you trouble and I could check it out.
Chekist Posted December 12, 2011 Posted December 12, 2011 One thing I noticed about oral animations is that the giver does not actually have her/his mouth open. Is there any way this could be looked into or is it just a massive nuisance that isn't worth the effort? Well, mouth is controlled through facegen facemorphs. You can link them in nifscope (posted link somewhere in the other animation thread to a tutorial that explains how to link it to animations that use vanilla skeleton). And it kinda works, the only problem - when tfc kicks in, New Vegas engine seems to disable those facemorphs (or I havent done it right somehow). I mean, if two npcs have sex - face animation will play, if player is involved in sex - it wont play). As for thaumx BNB skeleton, it already has "bone" for head anims. But... I'm having some problems to make animations with this skeleton (see message above) xD
Chekist Posted December 12, 2011 Posted December 12, 2011 Heres a little problem with skeleton in new (created from scratch) anims. I'm not sure what am I doing wrong. Heres what I'm doing: 1)Import skeleton (realign bone tail + roll)' date=' importing skeleton only 2)Importing meshes and parenting them with an armature (parenting by name groups). Body mesh already comes weighted and bones are weighted too, assign bone priority. 3)Rotate whole skeleton (all bones) -90.0, adjust Z position of the bones. Create 2 keyframes to test body position -> everything is fine in the game, the body stands on the ground, facing the right direction. 4)Here is where the problem starts, as soon as I start to rotate or grab bones in order to change pose OR If I add another skeleton/meshes, the result .kf export is fucked up. The whole skeleton rotates 90.0 degrees back, and it looks like the bones aren't weighted at all, or the mesh isn't parented to the skeleton. If I try to open that .kf in blender - I have fucked up skeleton, unless I import it without "realign tail bone + roll". Been stuck for two days with that issue, been trying different import/export options but it's always the same thing: No bones are toched/rotated -> it plays fine. As soon as I touch the bones -> it "magically" forgets thet -90.0 rotation and it the whole skeleton is just laying on the ground, bones arent connected to each other etc.. Although, in Blender it looks absolutely fine. Kinda running out of ideas what the source of the problem could be. What am I doing wrong? [/quote'] I am not sure how to answer this. I look at your blend save from a day or so ago and every thing looks fine. Ummm when exporting uncheck every thing and only have export animation only checked. I no for a fact that if you have stripify Geometry checked. It will screw every thing up. Let me no if this helps or upload the blend file that's giving you trouble and I could check it out. Thanks, will try it out, reinstalling PYFFI and NifScripts now, maybe I have an older version or something.
Guest Donkey Posted December 12, 2011 Posted December 12, 2011 Also what you can do, is delete the meshes before exporting, it will export much quicker.
Chekist Posted December 12, 2011 Posted December 12, 2011 Also what you can do' date=' is delete the meshes before exporting, it will export much quicker. [/quote'] Yeah, I knew that. Still, can't manage to import 2 BNB skeletons into Blender ;/ As soon as I import second skeleton it completely fucks up the first one. (Or at least one bone - neck/headanims). God, I really hate blender/nifscripts combo...
Guest Donkey Posted December 12, 2011 Posted December 12, 2011 The way i do it now is first create a clean template. for female then start a new blender and create a new clean template for male. Save both files. Start a new blender and hit shift F1 and load them in the new blender, and that seem to work correctly. I think in the oblivion section they mentioned you can't import 2 skeleton in one file. Or your BonMathEx file will be fucked up.
prideslayer Posted December 12, 2011 Posted December 12, 2011 Donkey (or anyone), think you can pull in the crawling animation from Lovers? I and others have a use for it, so I'd like to get it included in Sexout. The notes say it was taken from another source initially that released it without restriction, so no worries about contacting the author -- I'll get a credits file setup in sexout to handle it and all the other files. Edit: the anim I'm talking about is the one in Crowning Isle / SOAP, if there is more than one.
Guest Loogie Posted December 12, 2011 Posted December 12, 2011 Edit: the anim I'm talking about is the one in Crowning Isle / SOAP' date=' if there is more than one. [/quote'] It was first used in Lovers Bitch. Guessing you want it for similar purposes?
prideslayer Posted December 12, 2011 Posted December 12, 2011 Edit: the anim I'm talking about is the one in Crowning Isle / SOAP' date=' if there is more than one. [/quote'] It was first used in Lovers Bitch. Guessing you want it for similar purposes? That's one reason yes, but I'm thinking of a general BDSM plugin as well. Plenty of reasons to force the player or NPCs to crawl around that don't involve dogs.
Guest Donkey Posted December 12, 2011 Posted December 12, 2011 Donkey (or anyone)' date=' think you can pull in the crawling animation from Lovers? I and others have a use for it, so I'd like to get it included in Sexout. The notes say it was taken from another source initially that released it without restriction, so no worries about contacting the author -- I'll get a credits file setup in sexout to handle it and all the other files. Edit: the anim I'm talking about is the one in Crowning Isle / SOAP, if there is more than one. [/quote'] Your gonna have to be more specific. I don't have oblivion nor Tes construction set so i can't find the animation easily like i used to. Don't forget Crowning Isles has many animation files added to it. I need to no know the exact name, there are many, and i don't have time to recreate every single one of them only 1 or 2. damn they used bake constraints too so scratch the 2 make that only 1. I don't think it is only animations, you need the meshes too. I don't know how to convert meshes from oblivion to new vegas. Without the meshes the animation will look weird, because the meshes are responsible for the correct alignments of being tight down. Also it seem there several files needed not only 1, you need 4Backward, 4Forward, 4Idle, 4Left, 4Right, 4Turnleft and 4TurnRight. Those are just to many for me to do right now. Speaking of pain, seem every single one of them used bake Constraints. So you need to recreate frame by frame. means if there are 150 frames you need to change 150 times, then load different animation and start from scratch again. This is the exact reason why stopped converting from oblivion to fallout. From the look of things it will be easier creating these from scratch, then to convert. When it's finished we use bake constraints too so if the original creator ever wants to turn it back to oblivion will have the same problem he caused for us..
prideslayer Posted December 12, 2011 Posted December 12, 2011 Donkey (or anyone)' date=' think you can pull in the crawling animation from Lovers? I and others have a use for it, so I'd like to get it included in Sexout. The notes say it was taken from another source initially that released it without restriction, so no worries about contacting the author -- I'll get a credits file setup in sexout to handle it and all the other files. Edit: the anim I'm talking about is the one in Crowning Isle / SOAP, if there is more than one. [/quote'] Your gonna have to be more specific. I don't have oblivion nor Tes construction set so i can't find the animation easily like i used to. Don't forget Crowning Isles has many animation files added to it. I need to no know the exact name, there are many, and i don't have time to recreate every single one of them only 1 or 2. damn they used bake constraints too so scratch the 2 make that only 1. There are a few of them, I wasn't aware, and not sure (right now) how I'll be able to use them in NV, but first step is getting them working in NV and then I can look into how to set them as the players default idles when in 'crawl mode'. Here's a zip with the files LoversBitch is using.
Guest Donkey Posted December 12, 2011 Posted December 12, 2011 Here is backward 4. Can't promise when the others will be ready, since i was starting with newer creatures and 3somes.
prideslayer Posted December 12, 2011 Posted December 12, 2011 No problem Donkey. I'm going to see if there's a way to undo the bake, I imagine there must be. If not, I'll try to recreate them from scratch. Once I get niflib working in MAX that is.
Guest Donkey Posted December 12, 2011 Posted December 12, 2011 Maybe we need a special board where we can exchange techniques when it comes to animation, this will make easier to get more people involved in the animation part, like some will concentrate on converting animations from 1 game to this one, other will 3somes 4somes or what ever and others will concentrate on creatures alone. Apart from me and johnhead there not that many for new vegas. I'm going to see if there's a way to undo the bake There is no way to undo, that is why i am not even sure why they would even use this option. I never found any reason to even use other then to prevent others not to mess with my animation. but once used you can't really undo it. btw what just happened ?? i was looking around this board all of a suddon some error appeared like something crashed at loverslab stating about error.
prideslayer Posted December 12, 2011 Posted December 12, 2011 I'm going to see if there's a way to undo the bake There is no way to undo' date=' that is why i am not even sure why they would even use this option. I never found any reason to even use other then to prevent others not to mess with my animation. [/quote'] There may not be a built in way, but it could be done with a script. Bake constraints is just taking all the motion and turning it from "motion instructions" into actual positions, sort of a pre-rendering step. btw what just happened ?? i was looking around this board all of a suddon some error appeared like something crashed at loverslab stating about error. Forums was down for 20-30 minutes, dunno why.
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