Guest Shadd Ashborn Posted May 5, 2020 Posted May 5, 2020 So, I wanted to make proper animations that add actual bouncig butt (not imitation through breast bones) and I had a lot of hard time without any result. Thing is that I add correct animation with pose converter feature, my mesh is correctly rigged to needed bones. Everything looks fine in Blender and in Nifskope. Buttock bones move and rotate as I said them to. But there is nothing ingame itself. Butt is not animated, while tiddies work. I checked lowerbody mesh a lot of times. I exported it straight from the .blend file where I see proper bounce on it about 10 times. I exported animations few times and I am SURE that they are MINE exported anims because I fixed 90 degree bug in Nifskope every time. I cheked them in Nifskope - butt bones are moving. All looks good everywhere but not in game. I cannot understand what the fuck is going on. I have bones, I have animation, I have rigged to that bones body. I even checked it by removing advanced skeleton and returning vanilla one - butt area is stretching. It. Is. Rigged. And bones just refuse to work. Here is comprasion between blender and game. Mesh IS rigged. I exported THIS mesh few times. Animation LITERALLY imported straight from Obliviom/meshes/characters/_male folder. Right now. So, my question is - is there actually any single animation that works with that bones (Buttock L and Buttock R) or they are simply broken and there is no sense in further fucking my already fucked brain anymore? Hope for answer... Before I hopelessly lose my mind. X_X
Guest Shadd Ashborn Posted May 5, 2020 Posted May 5, 2020 UPD: So, I decided to test it on standing Idle and things got even worse - Left Buttock is working while right one stay static. Both bones are animated and both sides of mesh are rigged to that bones.
coolfreaky Posted May 5, 2020 Posted May 5, 2020 may be you need to play with the weight paint add more bone weight and reduce to others . if you have one butt that is working look the difference between the two in bone weight .
Guest Shadd Ashborn Posted May 5, 2020 Posted May 5, 2020 Weight is 100% identical. Proof of it that now when I made more anims (including sneakidle) somehow RIGHT (not left like before) buttock began to behave ingame. Seems that all this crap because some complicated connection between animations. So atm I can only make ALL of them and hope that it will do the work.
coolfreaky Posted May 5, 2020 Posted May 5, 2020 it might be something else because i have never see an issue like this . may be a skeleton do you use Coronerras maximum skeleton or the universal one. try to change between and see if there is any difference. ( do not forget the in game also ) .
Guest Shadd Ashborn Posted May 5, 2020 Posted May 5, 2020 3 minutes ago, coolfreaky said: it might be something else because i have never see an issue like this . may be a skeleton do you use Coronerras maximum skeleton or the universal one. try to change between and see if there is any difference. ( do not forget the in game also ) . I use 100% same skeleton for blender and game. Issue is that in Blender AND Nifskope animation works, in game itself behaves strangely. For now I managed to make right butty work completely. Not sure if I'll manage finally make both bones work.
gregathit Posted May 6, 2020 Posted May 6, 2020 I'm pretty sure I have ass animations in the LAPF. They are subtle, if you have too much movement it starts looking funky pretty quickly. I'll check and get back with you. May take me a few days as I took pretty long break from modding after finishing the LAPF.
fejeena Posted May 6, 2020 Posted May 6, 2020 Yes some LAPF sex animatiom have clearly visible ass animations. Some cow girl ani and some grab-ass during different positions.
Guest Shadd Ashborn Posted May 6, 2020 Posted May 6, 2020 Yeah, I noticed them already. But they are seem to work norma - I assume it is because they are absolutely new animations, not chained to general character movement/attack system. Seems that I have to find some issue specifically with bones and priorities for character animations. For now I continiously get one right buttcheek to properly work with all character animations. Left one stays static and it literally blows my brain.
Guest Shadd Ashborn Posted May 6, 2020 Posted May 6, 2020 OK, I detected Lovers anim with butt and I see the same issue, right butt works and left don't. Weights are correct because they work in Blender, body responds when I move left Buttock bone correctly. Also yesterday I somehow encountered working left buttlock and static right one. Which makes me assume that weights themselves are OK, it's something in game engine itself (mod? excess animation in _male folder? fucking goblin magick?). Skeleton is correct because I use same one in blender and ingame. I don't understand what the fuck is going on.
Guest Shadd Ashborn Posted May 6, 2020 Posted May 6, 2020 Aaaahh!!! I removed ALL damn animations from _male folder, added FEW ones that I made butt-enabled and... Damn butt moves from both sides, JUST like it should (OK, it jelly-like ATM, it is just damn test generation to see it ingame). Seems that game is even more picky when it comes to character animations than I thought. So, if someone will have same issues (not working external bones), just make your _male folder totally empty (except skeletons) and add anims one by one during generation process. Ugh.
tolerance Posted May 8, 2020 Posted May 8, 2020 hey, i'm kind of stupid so take my thoughts with a grain of salt, but anything put in the _male folder loose will be attempted to be used by oblivion, you could have had multiple animations that it counted as walk forward that it was using... also, i believe oblivion can blend animations to some degree, like walking forward and swinging sword, it decides what animation does what with priorities, you may have low priority on the butt bones or something ... i'm just now learning how to skin via blender, maybe with these new animations i can try to make floppy dicks and balls ?
Guest Shadd Ashborn Posted May 8, 2020 Posted May 8, 2020 Animations blending and fact that gamebryo uses loose files as priority was obvious for me, I just didn't think that some of NoMaam anims can somehow overlap non-existant before bone animations. I was thinking about charms animation too, but for now I need to redo (...again ;_; ) all my butt-enabled animations to make breast more subtile, because I fixed weights for chest and now they are smooth and nice and properly use 4 groups (yes, I had issue with 5 VG's on area where roberts use clavicle and breast bone needed to be added too, now it's fixed).
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