cefwyn Posted January 16, 2013 Author Posted January 16, 2013 Hey' date=' I'm all for creating a new skeleton with every possible node any mod will ever need but then it creates the issue of people arguing over which skeleton to use, and then there is also the fact that there is a processing overhead for skeletons with more bones. I would like to fix some of the issues I've found in XPMS and release it but then there's yet another skeleton people have to decide if they want to support. [/quote'] Thats exactly what I am talking about. Skyrim need some new standart in non vanilla skeleton, and XP32's does not look like the one. It lack a lot of usefull bones, but for my opinion, it has way too much bones for cloak and hair, speaking about processing. I think an ultimate skeleton must contain about 150 bones maybe. I'd see it like that: - Boobs and but, 4 bones - Pregnancy bone - 1 - Cloak-Skirt - about 10-20 max - Hair bones - 3-5 max - Main muscle bones (like bicep, leg bicep, and stuff) - about 6-10 - Wings - 10-15 bones - Tail - 10 bones I think that is it. But unfortunately I dont know how to export skeletons for skyrim, and dont have much time for research. Maybe we should speak with XP32 and ask him for another skeleton? I'm currently looking in to it. I'm pretty sure the skeleton has to be done in 3DS Max or Maya and I haven't worked with Maya in such a long time I probably won't be able to do it in a reasonable amount of time. To start with none of the animation I've done so far have keyed any but the vanilla bones since I'm going to use soft-body physics to generate the breast movement.
ShadeAnimator Posted January 16, 2013 Posted January 16, 2013 There is no softbody physics in Skyrim's engine, and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations).
TheOneWolf Posted January 16, 2013 Posted January 16, 2013 The real question is, is this just importing mocap or do you actually have a real Rig to animate. Not just the skeleton, full IK chains,or Bip ? If the later options, I'll be up for hand animating new stuff. Mocap animations is just importing, not actual animating.
cefwyn Posted January 16, 2013 Author Posted January 16, 2013 There is no softbody physics in Skyrim's engine' date=' and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations). [/quote'] I already know that soft-body physics won't export directly, but if I bake them into the animation then I don't have to sit there and animate every movement and compression of the breasts throughout the animation. Animating those bones by hand is why the current animations all look like crap. If the engine supported quaternion rotation like any decent engine then I could really make magic, but the least I can do is use Blenders physics engine to do the fine details for me. If I trusted exporting from Blender 2.5 into 2.4 to export to .nif I would just use my old mocap equipment but that would probably just cause more problems. If Autodesk hadn't doubled the price of Maya once they bought it, I would probably just buy a copy of Maya 2012 but I've not used Maya since when Maya 5 first came out so I would probably have to relearn the interface. EDIT: I'm really not liking the neck and feet bones. They just seem like they were never meant to be animated effectively.
cefwyn Posted January 16, 2013 Author Posted January 16, 2013 The real question is' date=' is this just importing mocap or do you actually have a real Rig to animate. Not just the skeleton, full IK chains,or Bip ? If the later options, I'll be up for hand animating new stuff. Mocap animations is just importing, not actual animating. [/quote'] Don't know about CCCGirl7 but I'm working off of an IK rig made from XPMS, animating mostly by hand, and using Blender's physic engine to help with collisions and soft-body physic.
diabolicservitude Posted January 16, 2013 Posted January 16, 2013 Lapdances. Probably one of the more simple and surprisingly missing animations out there. Plus it's less sexually orientated than outright sex/masturbation etc so will be more popular with more people who may be squeamish to such things as outright sex. Would be good to have a mod where you can sit down on a chair and ask an NPC to do a lapdance for you
cefwyn Posted January 17, 2013 Author Posted January 17, 2013 NOOOOOOOOOOOOO!!!! My laptop crapped out. I'll need to start over using my mac until I can get things fixed.
TheOneWolf Posted January 17, 2013 Posted January 17, 2013 The real question is' date=' is this just importing mocap or do you actually have a real Rig to animate. Not just the skeleton, full IK chains,or Bip ? If the later options, I'll be up for hand animating new stuff. Mocap animations is just importing, not actual animating. [/quote'] Don't know about CCCGirl7 but I'm working off of an IK rig made from XPMS, animating mostly by hand, and using Blender's physic engine to help with collisions and soft-body physic. could I get a link to that rig?
ShadeAnimator Posted January 17, 2013 Posted January 17, 2013 The real question is' date=' is this just importing mocap or do you actually have a real Rig to animate. Not just the skeleton, full IK chains,or Bip ? If the later options, I'll be up for hand animating new stuff. Mocap animations is just importing, not actual animating. [/quote'] There is no softbody physics in Skyrim's engine' date=' and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations). [/quote'] I already know that soft-body physics won't export directly, but if I bake them into the animation then I don't have to sit there and animate every movement and compression of the breasts throughout the animation. Animating those bones by hand is why the current animations all look like crap. If the engine supported quaternion rotation like any decent engine then I could really make magic, but the least I can do is use Blenders physics engine to do the fine details for me. If I trusted exporting from Blender 2.5 into 2.4 to export to .nif I would just use my old mocap equipment but that would probably just cause more problems. If Autodesk hadn't doubled the price of Maya once they bought it, I would probably just buy a copy of Maya 2012 but I've not used Maya since when Maya 5 first came out so I would probably have to relearn the interface. EDIT: I'm really not liking the neck and feet bones. They just seem like they were never meant to be animated effectively. I'm using Biped for now, but just because it is easier to work with mocap using biped instead of custom rig. I do keyframe animations too, in fact a lot of "mocap" animations needs to be almost completely reworked to make them look nice. Maya's interface did not change much from 5th version. Also, it is not hard to get a pirated version of maya on the net... cefwyn, I think you call spring a soft body... Bones cannot be animated with SOFTBODY, they can be animated with spring constrains. Speaking about bad boob animations - they are bad not because animators don't use dynamics, it's because they are animated by bad animators. Usually boob movements are just added by modders on top of the original animations, and usually those modders are not even animators.
TheOneWolf Posted January 17, 2013 Posted January 17, 2013 Is the bip set up properly to be exported into skyrim? like proper amount of bones and named bones ect. Ive been animating off and on for 9 years now, so I have a fair amount of knowledge of rigging and animating. I know most engines won't accept a rig unless its built and named the same way as thew defaulted one they use for their characters ingame. Ive been wanting to redo some skyrim animations by hand myself, just the only skeletons i've found have been mainly towards rigging and not animating.
cefwyn Posted January 17, 2013 Author Posted January 17, 2013 The real question is' date=' is this just importing mocap or do you actually have a real Rig to animate. Not just the skeleton, full IK chains,or Bip ? If the later options, I'll be up for hand animating new stuff. Mocap animations is just importing, not actual animating. [/quote'] There is no softbody physics in Skyrim's engine' date=' and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations). [/quote'] I already know that soft-body physics won't export directly, but if I bake them into the animation then I don't have to sit there and animate every movement and compression of the breasts throughout the animation. Animating those bones by hand is why the current animations all look like crap. If the engine supported quaternion rotation like any decent engine then I could really make magic, but the least I can do is use Blenders physics engine to do the fine details for me. If I trusted exporting from Blender 2.5 into 2.4 to export to .nif I would just use my old mocap equipment but that would probably just cause more problems. If Autodesk hadn't doubled the price of Maya once they bought it, I would probably just buy a copy of Maya 2012 but I've not used Maya since when Maya 5 first came out so I would probably have to relearn the interface. EDIT: I'm really not liking the neck and feet bones. They just seem like they were never meant to be animated effectively. I'm using Biped for now, but just because it is easier to work with mocap using biped instead of custom rig. I do keyframe animations too, in fact a lot of "mocap" animations needs to be almost completely reworked to make them look nice. Maya's interface did not change much from 5th version. Also, it is not hard to get a pirated version of maya on the net... cefwyn, I think you call spring a soft body... Bones cannot be animated with SOFTBODY, they can be animated with spring constrains. Speaking about bad boob animations - they are bad not because animators don't use dynamics, it's because they are animated by bad animators. Usually boob movements are just added by modders on top of the original animations, and usually those modders are not even animators. Prepping 3rd part mocap for a game is a pain in the ass for sure. If you've got the equipment its not hard to set up the software to use any games rig and look good with minimal tweaking though. I call it soft-body physics because that's what it is in blender. While it may be implemented using point-spring algorithm it is still effectively soft body physics. I haven't used 3ds max since high school, so I'm not too bothered by what they call it. As for bad breast animations, of course its because of bad animators, but whether I can do it by hand or not, I would much rather use the automated method available that only takes a few minutes to set up versus the manual method which can take several days in some extremes. If you want to do something manually just because you can then don't use IK either because then that's cheating. It looks like my laptop is out for the count, so unless I can get skyrim running well on a mac I won't be able to export my animations once they are done. TheOneWolf: you'll need to set an animation rig yourself. Its easy enough to just import a skyrim skeleton and then add IK bones to it though. Now that I've got to redo it all anyways I might be able to help you out with set up if you use blender. With maya or max its much easier to import the skeleton.
TheOneWolf Posted January 18, 2013 Posted January 18, 2013 I mainly use Maya but I know 3dmax as well.
cefwyn Posted January 18, 2013 Author Posted January 18, 2013 I mainly use Maya but I know 3dmax as well. With either one it's pretty straightforward to just import the skeleton.nif file and a character mesh, then start animating for it. If you set up an IK rig just don't export any of the bones you added.
TheOneWolf Posted January 18, 2013 Posted January 18, 2013 I mainly use Maya but I know 3dmax as well. With either one it's pretty straightforward to just import the skeleton.nif file and a character mesh' date=' then start animating for it. If you set up an IK rig just don't export any of the bones you added. [/quote'] well thats the thing, i can't import skeleton.nif and its ik'ed all up and ready to be animated, its just bones. Hence I was asking if you guys are using an actual rig and not the defaulted skeleton it gives. I also don't have time to make an efficient enough rig which might not work in skyrim because again, if you introduce a new rig that's not the default one, it wont work. hence, asking for either of the ones you guys are using thats already set up and ready to go :-p
Monsto Brukes Posted January 19, 2013 Posted January 19, 2013 There is no softbody physics in Skyrim's engine' date=' and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations). [/quote'] I already know that soft-body physics won't export directly, but if I bake them into the animation then I don't have to sit there and animate every movement and compression of the breasts throughout the animation. Animating those bones by hand is why the current animations all look like crap. If the engine supported quaternion rotation like any decent engine then I could really make magic, but the least I can do is use Blenders physics engine to do the fine details for me. If I trusted exporting from Blender 2.5 into 2.4 to export to .nif I would just use my old mocap equipment but that would probably just cause more problems. If Autodesk hadn't doubled the price of Maya once they bought it, I would probably just buy a copy of Maya 2012 but I've not used Maya since when Maya 5 first came out so I would probably have to relearn the interface. EDIT: I'm really not liking the neck and feet bones. They just seem like they were never meant to be animated effectively. You can get a legally free copy of maya. Look here for the quick n dirty under the "here's what you do" section... except do it for maya instead. TBPH, as long as you're relearning something, I think you'd be much better off using something not autodesk. They went swooping thru the design category with their checkbook a few years ago and promptly did nothing with any of it. I really liked Cinema4D for the week or so that i used it. It's a completely different bike, but way easier to remember how to use AND... AND the biggest bonus is that IT'S FUCKING STABLE go fig.
Monsto Brukes Posted January 19, 2013 Posted January 19, 2013 I have an awesome request: fix the tbbp anim/skeleton so that 1) it doesn't crush breasts 2) doesn't sink the player into horses. Or take the upper body tbbp anim and put it on a body animation that doesn't look like it belongs to a girl named Candy or Diamond or Krystal. I didn't do the research on it, but I think both are related to the lagbonecontroller?
cefwyn Posted January 19, 2013 Author Posted January 19, 2013 I mainly use Maya but I know 3dmax as well. With either one it's pretty straightforward to just import the skeleton.nif file and a character mesh' date=' then start animating for it. If you set up an IK rig just don't export any of the bones you added. [/quote'] well thats the thing, i can't import skeleton.nif and its ik'ed all up and ready to be animated, its just bones. Hence I was asking if you guys are using an actual rig and not the defaulted skeleton it gives. I also don't have time to make an efficient enough rig which might not work in skyrim because again, if you introduce a new rig that's not the default one, it wont work. hence, asking for either of the ones you guys are using thats already set up and ready to go :-p Why can't you import skeleton.nif? All you need to do is import the head hands and body from whatever body mod you want to test with, delete the bones that imports with it, then import skeleton.nif using the "Import skeleton only, bind to selected geometry" option. Once you've done that you have a fully rigged body mesh. You'll have to do your own IK rigging because none of that information is imported, but just like any IK rig for a game animation your not going to be exporting those bones as they are just to help with creating the animation so it doesn't matter what you call them as long as you don't rename any of the skeleton's original bones. I may be able to export my rig to FBX as I'm pretty sure that format will hold a full rig, but it's easier to just follow the steps I gave above. There is no softbody physics in Skyrim's engine' date=' and you can not transfer vertex deformations into it as well. It is not hard to make a skeleton, it is much harder to export it correctly to skyrim with all it's havok behaviour stuff. I'm using chained bones and 3ds max's havok physics (since i'm using max2011 for animation, and it is easier to use havok there than physx) to create cloth simulation for skirt bones, and then making fake loop, by copying the 1st keyframe into the last frame... But for boob bones I would use some kind of a spring script. THere is a nice spring script for max which supports loop creation. And anyway, boobs are just 2 bones, not hard to animate them manually (unless you have 1000+ frames, which I usually do in my mocap animations). [/quote'] I already know that soft-body physics won't export directly, but if I bake them into the animation then I don't have to sit there and animate every movement and compression of the breasts throughout the animation. Animating those bones by hand is why the current animations all look like crap. If the engine supported quaternion rotation like any decent engine then I could really make magic, but the least I can do is use Blenders physics engine to do the fine details for me. If I trusted exporting from Blender 2.5 into 2.4 to export to .nif I would just use my old mocap equipment but that would probably just cause more problems. If Autodesk hadn't doubled the price of Maya once they bought it, I would probably just buy a copy of Maya 2012 but I've not used Maya since when Maya 5 first came out so I would probably have to relearn the interface. EDIT: I'm really not liking the neck and feet bones. They just seem like they were never meant to be animated effectively. You can get a legally free copy of maya. Look here for the quick n dirty under the "here's what you do" section... except do it for maya instead. TBPH, as long as you're relearning something, I think you'd be much better off using something not autodesk. They went swooping thru the design category with their checkbook a few years ago and promptly did nothing with any of it. I really liked Cinema4D for the week or so that i used it. It's a completely different bike, but way easier to remember how to use AND... AND the biggest bonus is that IT'S FUCKING STABLE go fig. The biggest issue is whether or not the havok plugin works on Cinema4D. Last time I checked there were only 3 listed programs for it and that was not one of them. Blender works fine as long as you don't mind a few more technical steps added to your import and export phases. If Niftools would ever get updated for Blender 2.5 I would be quite happy with using Blender since 2.5 has everything max and maya has but runs faster, never crashes, and doesn't waste RAM. I have an awesome request: fix the tbbp anim/skeleton so that 1) it doesn't crush breasts 2) doesn't sink the player into horses. Or take the upper body tbbp anim and put it on a body animation that doesn't look like it belongs to a girl named Candy or Diamond or Krystal. I didn't do the research on it' date=' but I think both are related to the lagbonecontroller? [/quote'] I've never had issue 2 so wouldn't be able to test against it and I've only ever had issue 1 when my player has died and I'm pretty sure that's caused by the breast bones not being part of the ragdoll engine. I may be wrong, but most ragdoll engines I've worked with the bone names are hard-coded into the engine for the physics engine to use since it's usually run between the animation phase and the render phase. Easiest test for this would be to create a mesh that uses some of the other XPMS bones and then if on death those parts of the mesh also get fucked up in the same way then it's definitely the physics engine.
TheOneWolf Posted January 19, 2013 Posted January 19, 2013 No you misunderstand, i CAN import it, but thats ALL it is, the skeleton. I want the rig, not just the skeleton. I don't want to have to make a rig. Hence, once again, why I'm asking for a download link to one you guys are using :-p
cefwyn Posted January 19, 2013 Author Posted January 19, 2013 Maybe your misunderstanding what a rig is. Skinning, and rigging are the exact same thing. In games it's usually called skinning, while in CGI it's usually called rigging. An animation rig is nothing but a mesh skinned to work with an armature. If you import a mesh from skyrim it's already fully rigged/skinned for skyrim. Beyond that I don't know what you expect from a "Rig." My animation rig is the CBBE body with IK added to the bones and the breast bones are being run through the physics engine as a soft body simulation(In 3DS Max apparently the same thing would be using a spring). This is all very application specific however and depending on your plans you really don't need IK since it really only saves some time in position the limbs, but at least in Blender it only takes a couple minutes to set up.
ShadeAnimator Posted January 19, 2013 Posted January 19, 2013 Maybe your misunderstanding what a rig is. Skinning' date=' and rigging are the exact same thing. In games it's usually called skinning, while in CGI it's usually called rigging. An animation rig is nothing but a mesh skinned to work with an armature. If you import a mesh from skyrim it's already fully rigged/skinned for skyrim. Beyond that I don't know what you expect from a "Rig." My animation rig is the CBBE body with IK added to the bones and the breast bones are being run through the physics engine as a soft body simulation(In 3DS Max apparently the same thing would be using a spring). This is all very application specific however and depending on your plans you really don't need IK since it really only saves some time in position the limbs, but at least in Blender it only takes a couple minutes to set up. [/quote'] Rigging and skinning are different things, thats why their names are different. Rigging is a skeleton setup which allows you to animate a skeleton not by moving individual bones, but by using control object, IK systems and much more. I suggest you first make a research about something before trying to "explain" what you don't know.
cefwyn Posted January 19, 2013 Author Posted January 19, 2013 There are slight nuances which I did think to correct myself on after I hit post, but I'm not really wrong. You are correct that for most cases a rig includes control objects to help an animator work more efficiently, but not in all cases. However, at the same time a basic biped is also a rig, and all it is is a skinned mesh with vertex weights. When you work as a mesh skinner you take a skeleton and a mesh and you ensure that the weights are set up correctly so that there are no odd distortions through the typical range of motions for that mesh. When working as a rigger you do the exact same thing, but depending on what the final product is, you may or may not add control objects to help with animations. In CGI it's typically always called rigging because there's never a need to just skin a mesh and end it there. For games they are both effectively the same task however. Having worked both sides of the house I know what I'm talking about. The fact still remains that a "Rig" such as what TheOneWolf is asking for is pretty specific to what they plan on doing with it and what animating tools they use it in. There really isn't a universal "Rig" unless you want a mess of thousands of control objects to deal with. If I were doing CGI I could easily have a single hand rigged with dozens of control objects, while the same in a game would be just a single bone to open and close the hand as it's scaled. For that reason I add control objects as I need them since it takes no time to add new ones but can take considerably longer to navigate the armature if they've already been added when not being used.
Monsto Brukes Posted January 19, 2013 Posted January 19, 2013 I've never had issue 2 so wouldn't be able to test against it and I've only ever had issue 1 when my player has died and I'm pretty sure that's caused by the breast bones not being part of the ragdoll engine. I may be wrong' date=' but most ragdoll engines I've worked with the bone names are hard-coded into the engine for the physics engine to use since it's usually run between the animation phase and the render phase. Easiest test for this would be to create a mesh that uses some of the other XPMS bones and then if on death those parts of the mesh also get fucked up in the same way then it's definitely the physics engine. [/quote'] to be fair, the saddle-sink is a muuuch less common issue. Crush breast is only ever a problem on death, but it's a common problem. By the same token, I doubt it's the bone name because cherry's (which adds bones) never had the problem. and then tbbp is based on cherry's. the real problem with the problem (??!) is that it exhibits itself differently across users... I had it on all but Orc race while ACDale had it on half the races including Orc using the same mod data on a clean install. It's an anim that could benefit from either attention or an upgrade/replacement. And with the excitement around tbbp, such a thing would be pretty popular.
ShadeAnimator Posted January 19, 2013 Posted January 19, 2013 There are slight nuances which I did think to correct myself on after I hit post' date=' but I'm not really wrong. You are correct that for most cases a rig includes control objects to help an animator work more efficiently, but not in all cases. However, at the same time a basic biped is also a rig, and all it is is a skinned mesh with vertex weights. When you work as a mesh skinner you take a skeleton and a mesh and you ensure that the weights are set up correctly so that there are no odd distortions through the typical range of motions for that mesh. When working as a rigger you do the exact same thing, but depending on what the final product is, you may or may not add control objects to help with animations. In CGI it's typically always called rigging because there's never a need to just skin a mesh and end it there. For games they are both effectively the same task however. Having worked both sides of the house I know what I'm talking about. The fact still remains that a "Rig" such as what TheOneWolf is asking for is pretty specific to what they plan on doing with it and what animating tools they use it in. There really isn't a universal "Rig" unless you want a mess of thousands of control objects to deal with. If I were doing CGI I could easily have a single hand rigged with dozens of control objects, while the same in a game would be just a single bone to open and close the hand as it's scaled. For that reason I add control objects as I need them since it takes no time to add new ones but can take considerably longer to navigate the armature if they've already been added when not being used. [/quote'] Well, I worked in CGI and games too, and skinning is skinning, and rigging is rigging. Skinning may be a part of rigging, but not vice versa. There is no need for a hand to keep dozens of control objects. You can have bones for every finger, but control them with 1 linked object, which influences the rotation of every finger's bones. There is actually a universal rig for skyrim in 3ds max. It is using 3ds max's Biped (which is a complete rigged skeleton with a lot of tools). And that Biped drives the Skyrim skeleton's nodes. So you just work with max's Biped as usual. I think that you really know little about rigging. If you have a nice cool rig, then it is not hard to navigate through it at all. I'm using this rig in 3ds max http://www.mediafire.com/?qg0630a3vvxl73y This is the original one, I'm using customly enchanced one, but i dont see any reason to share it.
Cmod Posted January 19, 2013 Posted January 19, 2013 Only skimmed the thread, I apologize if this has all been said already, but I didn't see most of it. Types of animation which we are lacking the most: - Proper FF animations - Animations with monsters/animals - Aggressive animations Whatever kind of animations you put out will be welcome though! A request from a mod maker: Please offset one of the actors by like 70 units (Minilovers animations are around 100). This allows the actor collision boxes to be moved apart so the actors aren't colliding.
cefwyn Posted January 19, 2013 Author Posted January 19, 2013 There are slight nuances which I did think to correct myself on after I hit post' date=' but I'm not really wrong. You are correct that for most cases a rig includes control objects to help an animator work more efficiently, but not in all cases. However, at the same time a basic biped is also a rig, and all it is is a skinned mesh with vertex weights. When you work as a mesh skinner you take a skeleton and a mesh and you ensure that the weights are set up correctly so that there are no odd distortions through the typical range of motions for that mesh. When working as a rigger you do the exact same thing, but depending on what the final product is, you may or may not add control objects to help with animations. In CGI it's typically always called rigging because there's never a need to just skin a mesh and end it there. For games they are both effectively the same task however. Having worked both sides of the house I know what I'm talking about. The fact still remains that a "Rig" such as what TheOneWolf is asking for is pretty specific to what they plan on doing with it and what animating tools they use it in. There really isn't a universal "Rig" unless you want a mess of thousands of control objects to deal with. If I were doing CGI I could easily have a single hand rigged with dozens of control objects, while the same in a game would be just a single bone to open and close the hand as it's scaled. For that reason I add control objects as I need them since it takes no time to add new ones but can take considerably longer to navigate the armature if they've already been added when not being used. [/quote'] Well, I worked in CGI and games too, and skinning is skinning, and rigging is rigging. Skinning may be a part of rigging, but not vice versa. There is no need for a hand to keep dozens of control objects. You can have bones for every finger, but control them with 1 linked object, which influences the rotation of every finger's bones. There is actually a universal rig for skyrim in 3ds max. It is using 3ds max's Biped (which is a complete rigged skeleton with a lot of tools). And that Biped drives the Skyrim skeleton's nodes. So you just work with max's Biped as usual. I think that you really know little about rigging. If you have a nice cool rig, then it is not hard to navigate through it at all. I'm using this rig in 3ds max http://www.mediafire.com/?qg0630a3vvxl73y This is the original one, I'm using customly enchanced one, but i dont see any reason to share it. Again it all depends on what your doing. Perhaps a hand was not the best example, but even with that you have the basic example of one control node to open and close the hand versus 5 to close each finger, but it's often necessary to create control objects to control skin and muscle movement directly if your doing a close up and the character is gripping an object hard and then releases. It's also near impossible to get the skin between the fingers to crease realistically through the whole range of motions without additional control objects. With the bones available to XPMS I could do some of that, but I really see no point dedicating that much time to something that's obviously not going to be appreciated. For the last two days I've been rebuilding my computer after something in the BIOS glitched severely and have yet to get Skyrim or anything else reinstalled and yet this whole time you've done nothing but troll everything I've posted. You've obviously got plenty of free time with which to obsess with what I'm posting so feel free to do the animations requested on this thread. If it makes you feel better you can pretend I'm bowing to your towering intellect, but really I just don't care anymore. Cmod: I'll have to experiment with the units because in Blender the units tended to be HUGE at least compared to meshes made for Oblivion.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.