Caturday Posted April 9, 2013 Posted April 9, 2013 ABout the odd mesh deforms,...make sure you are animating bone by rotation alone (exception NPC COM with unchecked Bone ON) You can freely use the position tool to autokey all IK chains. However, only rotate non chained bones. 100% success rate on over 80 exports. here is the deformation issue... the left SS is using cherry hotaling's skeleton and the bodyslide body i use in-game. the right side is dragonfly's skeleton and the same body mesh i would prefer to use dragonfly's skeleton, but it seems the reason i was exporting crap was because i wasnt using a bone rig file. i havent had a chance today to see if dragonfly has one posted. if he does, i'll snatch it up. also, is there any reason why dragonfly's first tbbp skeleton had butt bones, but the 1.1 version doesnt (only prebutt) Dont use imgur for image uploads, LL doesnt like imgur. Use the attach files option just above the add reply button(in full reply mode)
Caturday Posted April 9, 2013 Posted April 9, 2013 Eeeek D: wat did you do to your arm I just realized that it looks like a terminator with the hand meshes not imported.
VectorPlexus Posted April 9, 2013 Posted April 9, 2013 Sometimes the 3DS importer screws the skeleton import. after importing the mesh, try to reimport the skeleton.nif only with the skeleton again, it may fix it. Also, v3.7.3 NifTool plugin is said to have some unresolved bugs and many ppl prefer to use v3.7.2 instead. It could also be that you inadvertedly messed up with the arm weight mapping.
Kha Posted April 9, 2013 Posted April 9, 2013 If you're using havok content tools 2010.2 (you should be) you can export the animation np as long as you save and load it keying every frame in the process. You don't have to delete any IK nodes, I just leave everything as it was (IK nodes included). Thanks, it is good to know that havok can export it without problems.... and that I am really doing something wrong in this "saving/loading with keyframes" process since every time I have tried to export it with IK/controllers attached to the skeleton it didin't work in game.
delilah Posted April 11, 2013 Author Posted April 11, 2013 i have been playing around with motionbuilder and some mocap files. i have managed to get a skyrim skeleton imported into motion builder, characterized and have a control rig made for it. motion builder seems really cool and all, and its great how it can import all kinds of different motion capture files, but i keep having an issue when i try to import the motion files to work with my rig. i get a popup saying it :tried to merge 40 models from file XYZ with 97 models in scene. unmatched models will be made". if i continue, my original rig is present, and the mocap rig is created in the scene. the mocap will play through the animation, but not the original rig. anyone have ideas how to fix this? also... im trying to redo the high-heeled sexy walk. i love the animation but the angle of the body when viewed from the side looks very ogre-ish, so im trying to rotate the spine up a bit and get the shoulders over the hips like they should be. i tried importing the actual sexy walk file, but wierd shit happens. for instance, a body part will be set at some extreme and ugly angle, or, when the animation plays, the model whips around all over the scene, turning upside-down, and inside out.
Kha Posted April 12, 2013 Posted April 12, 2013 i tried importing the actual sexy walk file, but wierd shit happens. for instance, a body part will be set at some extreme and ugly angle, or, when the animation plays, the model whips around all over the scene, turning upside-down, and inside out. I had the same problem while importing, the model looks pretty ugly sometimes, importing other animations and then trying the one I want again worked for me. I have no idea why this happens.
delilah Posted April 12, 2013 Author Posted April 12, 2013 well, shit. this is just getting tiresome, now. i have watched numerous tutorials, and downloaded numerous files, and tried numerous settings and options, and i cannot seem to get any of these animations to import. i have been able to export a skinned skeleton from max got it imported into motion builder and characterized. SOME of the mocap files work just fine in motionbuilder. for instance, when i import them, my model takes the stance and performs the animation. i have even been able to plot an animation from a secondary model onto the control rig for my model and the animation is performed as it should. i can even get some of the animation files to play on the biped in max (had to edit quite a few bone names in the files to get it to work, though) but i cannot for the life of me get the plotted animations to play on my rig in max. i don't want to toss in the towel but i'm at my wits end here. and i still cant get any of the 3rd-party hkx animations like the high heeled walk to play right in max.
Kha Posted April 14, 2013 Posted April 14, 2013 I have seen in this video ( ) and here (http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__st__60__p__20000777?do=findComment&comment=20000777) that we need to use the bone tool to correct the animation Import scale/skew corruption http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__view__findpost__p__20001329: Select all Bones -> Animation -> Bone Tools -> Object Properties -> Reset Stretch (will correct the length of bones to their children) -> Reset Scale (will correct the corrupt imported scale)DO NOT "Realign" it resets bones to facing their children but this rotates the bones to incorrect rotations and this skeleton will never again match up with the Character Actor. Also here is mentioned that it is possible to use Motion builder to do the animations: http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__view__findpost__p__19992968
delilah Posted April 14, 2013 Author Posted April 14, 2013 thank you so much, Kha, i will check those out as soon as i finish adding some springs to my boobs! im currently toying with the settings to get the right amount of bounce. i know it will be nothing like the tbbp animations, but my goal is to get some inertia on these puppies. i saw a FANTASTIC link today of a rubber script that was used for the breasts, but it was written for a different program (unity3d and im not sure if i can export to there from max and then re-import into max without screwing it all up). lemme see if i can find the link... http://www.mikecookportfolio.com/jiggleBone/jiggleBoneWeb.html i have spent all of today looking for plugin scripts that could manage something like this. also... im looking at ways to link the breast bones with the shoulder. the reason being, when i raise my right arm up into the air, my right boob lifts a little, while my left stays in place. just trying to get more natural looking motions onto my character. i have made a bunch of controls and constraints today, and i know i can link 1 control to another. so if the second control moves, the first moves with it. but getting it to all tie in with the springs, etc.... that is the tricky part for me.
delilah Posted April 14, 2013 Author Posted April 14, 2013 you are awsome, Kha. that is SO much easier than what i was trying to do with controllers and shit. but, to be honest, i had already tried setting the breast bones as springs earlier, but the bone kept moving down to root and fucking up the mesh. but, the set skin pose trick fixed that. i tried it out with the MT_Jump animation and my boobs bounced like mad ( . Y ∙ ) im gonna need to tweak the settings a bit though.
delilah Posted April 15, 2013 Author Posted April 15, 2013 ok, so here is where im at so far... I learned that you convert an animation from hkx to nif you MUST use the same skeleton (or as close as possible) or else the nif is corrupted and will be useless. the animations i was messing with before yesterday were always crumpled or deformed and the model would rescale while playing and whip around the grid like a yo-yo. so, vanilla animations need the vanilla skeleton, tbbp anims need the tbbp skeleton, etc. i also learned that you dont have ALL the boxes checked/unchecked during import like in the tutorial that KHA posted (2 posts above this one) you will be missing breast or butt bones and your animations will look like shit. even if you follow ALL the other steps. without those extra tick marks, the animations would load and the model would look just like in the tutorial... but once i deleted the breast and butt animations, everything turned to shit again. i know im a but flighty, jumping from one thing to another before completely finishing a task, but i have some general animation/skyrim questions... btw... im more of an adapter than a creator how is motion detected in skyrim? i would like to play with some flowing animations for hair/clothing/cloaks. it it just based upon the the motion animation that is playing? in the case of hair or a cloak, how does my hair know that im running vs standing still? would anyone be will/able to create a sex machine for me using the standard in-game stuff? like dwemner parts from the centurians, chairs and seats, etc. doesnt need to be animated, but it would need wheels/cogs in it and a place for an actor to sit or recline, or lay on... and at least one dildo on a shaft (or dick on a stick?).
Kha Posted April 16, 2013 Posted April 16, 2013 I learned that you convert an animation from hkx to nif you MUST use the same skeleton (or as close as possible) or else the nif is corrupted and will be useless. the animations i was messing with before yesterday were always crumpled or deformed and the model would rescale while playing and whip around the grid like a yo-yo. so, vanilla animations need the vanilla skeleton, tbbp anims need the tbbp skeleton, etc. I not sure I understand what you mean here... how do you convert hkx to nif?? isn't it hkx to kf? And then, I assume you need at least use the vanilla skeleton txt file in the process since you are converting the vanilla animations? Also... I have exported an animation from the game (using vanilla skeleton with vanilla txt file), imported it without problems into 3dMax using a CHSBHC BBP skeleton, changed the animation as I wanted using this skeleton, exported it (using the CHSBHC BBP txt file) and it worked fine in my game where I am using the MP32 skeleton.
delilah Posted April 17, 2013 Author Posted April 17, 2013 yeah, i meant kf, not nif. what i meant about the skeleton stuff... if i want to alter an animation that is NOT a vanilla animation, i cant use the vanilla skeleton during the conversion. if i do. when i import it, it will look like shit. neck 40 feet long and twisted like a corkscrew, legs sticking out of the chest... that sort of shit. it doesnt seem to be the import that is the problem because i can run vanilla animations on a tbbp skeleton. for instance... if i use hkxcmd to convert the run animation from dragonfly's tbbp main file with the vanilla skeleton in the "infolder" i get a shitty animation. but if i do the same thing using the tbbp skeleton, the kf file runs fine in max. i didnt know i needed to use the correct skeleton for the animation when i did the hkx-kf conversion.
DUDE9001 Posted April 18, 2013 Posted April 18, 2013 Some girl on girl face sitting, feet, leg and butt worship would be awesome
delilah Posted April 18, 2013 Author Posted April 18, 2013 Some girl on girl face sitting, feet, leg and butt worship would be awesome i added your request to the OP, but im still working out some issues with transferring animations between different programs. i cant give any sort of time line, but i will post some sort of a WIP within the next week. thank you for your suggestions, too!
delilah Posted April 22, 2013 Author Posted April 22, 2013 just a little update... i have been playing around with some animations and have been using different skeletons. when i have tried exporting the animations they have all been failures. crumpled body and whatnot. the only thing i have managed to get to work correctly is if i create the animation on whatever skeleton, export the animation only as an fbx. i then open cherry hotaling's t-pose max file and import the fbx animation. THEN i can get the animation to export correctly. also... my dad has been visiting lately to check on my recovery ( i hurt my back recenty and he worries) so i havent been able to play with this stuff as much as i would like to, so things are coming along a little slowly.
Kha Posted April 22, 2013 Posted April 22, 2013 I managed to export animations done in Cherry hotaling`s t-pose 3dmax without problems... what havok settings are you using? Are you using Cherry Hotaling's skeleton txt file?
delilah Posted April 22, 2013 Author Posted April 22, 2013 I managed to export animations done in Cherry hotaling`s t-pose 3dmax without problems... what havok settings are you using? Are you using Cherry Hotaling's skeleton txt file? cherry's t-pose and her bone file are the only way i can export. but if i create an animation with a different rig, i need to transfer the animation to her file to export it. is there a way i can make a working bone file from a different skeleton? there are a couple i use that have the hair and cloak bones. im not using those bones atm, but i had hoped to. as far as havok setting go, create skeletons: using cherry's bone file. all else default create animations: cherry's file again, all else default write to platform: checked "packfile", all else default i have also been playing with motion builder. managed to get a skeleton imported from max and got it characterized. the fbik is really cool, but i have problems when i bring the animation back to max. for instance, one animation i did (it was a flip animation for mt_jump), when i imported it into max, it was as if the spine had detached from the hips. the upper and lower bodies did the animation mostly correct, but instead of the whole body moving up into the air, only the chest and shoulders moved up. hips and legs still rotated around, but they didnt move up into the air with the rest of the body. so, the belly area stretched, then squished together.
VectorPlexus Posted April 22, 2013 Posted April 22, 2013 the bone order is relative to the skeleton.hkx file. If you dont go by that order, it will fail. To get the correct order: get http://skyrim.nexusmods.com/mods/1797 - using HKXCMD, convert the skeleton.hkx to xml (hkxcmd convert -v:xml filename skeleton.hkx) - a skeleton-out.xml will be generated. When you open it you'll find inside: <hkobject name="#0122" class="hkaSkeleton" signature="0x366e8220"> [...] <hkparam name="bones" numelements="99"> <hkobject> <hkparam name="name">NPC Root [Root]</hkparam> <hkparam name="lockTranslation">false</hkparam> </hkobject> <hkobject> <hkparam name="name">x_NPC LookNode [Look]</hkparam> <hkparam name="lockTranslation">false</hkparam> </hkobject> [...] <hkobject> <hkparam name="name">Camera3rd [Cam3]</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">Camera Control</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> as you can see, you have 99 bones on the default hkx (numelements="99") and to animate properly you must the same order on those 99. To make a rig bone file order, just do a txt file, with 1 bone name per line and thats it: NPC Root [Root] x_NPC LookNode [Look] x_NPC Translate [Pos ] x_NPC Rotate [Rot ] NPC COM [COM ] NPC Pelvis [Pelv] [...] If HCT doesnt find a certain bone in the scene, then it will put it under the floats, which roughly means that it will take those bones in account to make the Bone Index order. For example: NPC Root [Root] is index 0 x_NPC LookNode [Look] is index 1 (FLOAT)x_NPC Translate [Pos ] is index 2 (FLOAT)x_NPC Rotate [Rot ] is index 3 (FLOAT)NPC COM [COM ] is index 4NPC Pelvis [Pelv] is index 5 This means that if you dont include the floats, for example, NPC Pelvis [Pelv] would be saved on index 2 instead, so when the animation file animates the skeleton, it will apply the Pelvis node to the wrong index I hope I was clear Cheers!
delilah Posted April 22, 2013 Author Posted April 22, 2013 ok, i understand. thank you for the info, and i will go check it out right now i did as you suggested, vector. i am using the skeleton from dragonfly's TBBP main file because it has the hair and cloak stuff that i eventually want to work with. i converted it to the xml form of hkx and opened it with notepad. i removed all the tags and extra lines and stuff but left the bone order alone. (btw capitalization matters. the bone file had "Weapon", "Quiver" and "Shield", but the scene had them as "WEAPON", "QUIVER", and "SHIELD". i then compared it with the text file from cherry. everything was the same until the end of the file where dragonfly has the extra breast bones and then the hair and cloak stuff. the differences in the scene, other than the hair/cloak bones, is that cherry's scene has the npc_looknode/translate/rotate, the camera3rd and camera control. when trying to export, i get warnings about those 5 items and that HCT will create them as floats, but the animation still fails in-game. i can still transfer the animation to cherry's scene, export it, and it will work in-game. i even tried exporting those 5 items from cherry's scene and importing them into mine, but the look, translate and rotate nodes show up attached to a new com. so, im gonna see how i can get them attached to MY com and hopefully it will all work right after that. EDIT: I'm not sure what i did differently today, but when i imported those 5 nodes, they all got placed into the same heirarchy. i tried to export: no warnings, and the animation plays in-game. so YAY!! btw... im uploading the max scene and the rig file to the OP in case any other rookies want to use it
delilah Posted April 25, 2013 Author Posted April 25, 2013 i have tried to upload my Eiffel Tower WIP but the upload keeps getting skipped because of an "io error" i have tried uploading both the 17m rar file and the 67m avi and neither will complete. anyone have any ideas why?
delilah Posted April 25, 2013 Author Posted April 25, 2013 Eiffel Tower first draft is almost finished. basic motions for both men are in place and the hands are clasped. the female has swinging boobs and a bouncing butt (butt animation might be too big atm, but i can tune it down later). the 3 actors are currently standing, but i may set them all as kneeling. all thats left to do atm is to break the scene apart, export as 3 seperate animations, and test in game. and, ofc, some one with modding skills will have to figure out how to make it all work together in-game. EDIT: Eiffel tower V1 is finished. please see the OP for download
delilah Posted April 26, 2013 Author Posted April 26, 2013 it has been a busy day today, but i have been working on the girl-girl face sitting animation that was suggested... i have the "sitter" finished but it didnt turn out as well as i had planned. im using a path constraint for the grinding motion of the hips and there is an ugly twitch at teh end of each cycle. im also planning 2 different styles... this one is like a cowgirl position. the other style will be more of a squat, with the squatters hands on the other actor's head, moving it around.
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