Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 Ok, calling it done at last  Any last minute requests, suggestions etc. let me know, I'll be getting some sleep and uploading tomorrow morning/afternoon.  Sizes go P2-P6 left to right. P5+ Are only for the more inhuman pregnancies, and I think P4 shows only just before birth on a normal one?
Guest user29 Posted May 9, 2012 Posted May 9, 2012 Looks great to me. I can't offer that much feedback without seeing how they animate though. From a progression standpoint I'd say you've nailed it. Â It seems every time you remake them they get bigger
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 Yeah, it's sort of a response to my workflow rather than deliberate (honest ). I tend to make tweaks in the outward direction, and rounding off the meshes makes it a bit more pronounced. Then you have to alter the rest to fit the progression. Trying to make it smaller tends to be a little more awkward, I find. Â Also a major reason I want to call this the last version. Partly that I've fiddled all I can really, partly because I'd have to start managing size a bit more carefully. Â I did come up with some new weighting though. Will give it a go when I do all the exporting.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 I'm going to start adding the meshes onto dropbox as I go. Would you mind giving them a look over in game as they go up, User29? I mainly want to know what you think of the weighting.  I put up an alternate weighting style as well. It's a lot more animated then the normal style, to the point were it may be a little over the top while running. Either way, the P6 is up, so if you decide on the style you prefer you can at least fit your outfit to that while I get the rest out  [Edit] Rogue weighted vertex on the P6 mesh, don't run any bone weight copy scripts on it yet, will fix in a mo, exporting P3 atm.  [edit2] Fixed the P6. Just a little info on the weight variations I've done. Default is weighted to spine2. Very subtle animation, similar to the previous versions.  P3Alt1 is weighted to Pelvis, produces a much more animated movement. P3Alt2 is weighted to spine2 and pelvis, similar to Alt1 but less movement.  P6Alt1 is weighted to Pelvis, produces a much more animated movement esp. when running. P6Alt2 is weighted to pelvis and also the breasts. Slightly less movement than Alt1, but has a subtle bounce added.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 Great, I have a little time to look at the ones now. Will have more time to go over tonight though.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 For p3 I'm going to have to give the nod to alt1. It does animate a little silly but it's smooth. The other 2 have parts in the run animation where you can just tell where the weighting starts and stops. Â The mod itself is a little ridiculous so I'm not taken out of the experience if my belly twitches a little. p3alt2 is close, the walk animation was excellent, but I can clearly see where you weight painted during the running animation. It's tiered pretty obviously. the regular version has that annoying disconnect between belly and hips where the belly just doesn't look connected. Â alt1 for sure. Will check p6 now.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 Yeah, alt 2 was a little awkward weighting properly. I'm not really an expert at weighting though so a few niggles are probably inevitable. I can always neaten them up a bit once we've decided on the ones we're going forward with. Â The shapes are all finalized though now, so if you want to start fitting meshes, go ahead. Only the weights are subject to change, so just don't run the bone weight copy scripts just yet.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 for p6, I can't find any problems with alt2. It animates really really well. There's very little clipping where in the alt0 there was just too much. Alt1 while funny just flat out didn't look as good as alt2. I would use your pelvis + boob weighing for p4 and p5. Unless there's some other reason I don't know not to. Â For the p6 mesh I'm getting weird rectangular shapes around the back and some on the sides of my pc. Â I hope that helps a bit, I'll check back in later today for the others.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 I liked alt 2 for that too, sort of came around while I was trying to tone down the rather extreme sway in alt1 Â I got those as well, but I'm not sure what the fix is. I remember it being posted somewhere a while back that someone fixed the issue on a few meshes in the maternity pack. I tried Stripify TriShapes, as I seemed to remember that being mentioned, but that had some really weird effects on the shading.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 you might be thinking of mesh -> update tangent spaces? Â I tried p2 really quick before I leave, it needs some love. Lots of stretching between the belly and hips and belly and groin. What i'm thinking so far is p0 and p1 just use normal weights, p2 and p3 use pelvis weights, p4, p5, and p6 use pelvis + boobs. That way it doesn't swap between every stage and it's kind of a progression in itself. I think you tried to use boob weights on p2. Â I think your p2 would look a lot better if you tried what you did with p3. There i've given you plenty to think and work on . I'm off for now. Â ps don't change p3, it's way too unique.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 Tried tangent space too, did that on the one I put on dropbox. P2 I think may just be funny weighting, I'm pretty sure I weighted it to pelvis only. I'll look at the weighting anyway, see if I can neaten it up a bit. [edit] You were right, weighted it to the wrong vert group [/edit] Â So far, P1 is final, P3 will use Alt1 Weighting, P6 is using Alt2 Weighting. Â P4 and 5 I'm just going to go straight to pelvis + boobs, and just P2 to clean up then. Â [edit2] P2 is somewhat done, for now at least. Not a nice one to weight, took a while to stop it looking like a bowl of jelly. P4 is odd. So far I'd say it's clean enough, just something about it looks a bit odd.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 All the versions are up and should be working ok. Just ran a last test through and everything seems fine, some minor clipping on a couple, but I doubt I can do much. If I've missed anything major let me know anyway.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 P2 is looking much better. I'm personally fine keeping it the way you have it now. I really couldn't stand the old p2 (the one from before today) Â i just tried sitting down with it and it does mess it up, but I'd much rather have the nice fluid animation the other 99% of the time than having it look perfect while sitting down.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 What does it do when sitting? If it squashes, that may be a side effect of the weighting I had to do to get the to animate nicely while moving, so it will likely have to stay in that case. (Movement is more important)
Guest user29 Posted May 9, 2012 Posted May 9, 2012 it kind of caves in. It doesn't look good, but like you said I really don't care because movement is so much more important. I liked all of them but the weighting on p4. Along the top you can see the ridges pretty clearly. Also P6 still has those lines though they're a little faded now. Those are the only two things I noticed.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 Hmm, the Cave in is due to the way I weighted it to stop the tearing. Might just leave it be tbh, it's likely to be a pain to get right. Â I'll have another look at 4, that ones been giving me a bit of trouble. P5 is ok?
Guest user29 Posted May 9, 2012 Posted May 9, 2012 Yes I hadn't noticed any issues in p5. Other than the hands clipping while running, but that's in all of them after p3 and there isn't that much you can do about it short of making them drastically smaller or changing the running animation. Â And yeah, don't worry about the sitting down. It reaaaly isn't worth the cost of fixing it. I think it's only a problem with p2 and p3 anyways. P5 and P6 look fine while sitting.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 A new running animation while pregnant would be awesome, but I think it's just a dream at the moment. Other than P4 then, seems all are done  I'll leave P2 as it is for now, barely ever sit anyway.
Guest user29 Posted May 9, 2012 Posted May 9, 2012 Just an idea on p4 since you're working with it anyways. You might want to make it look like she's carrying lower. Right now it kind of jets out and this body other than for non human pregnancies is pretty much only used right before the PC goes into labor.
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 New p4 is up. Don't hold back, I want to get this perfect
touge Posted May 9, 2012 Posted May 9, 2012 Could somebody pop the latest version of this up on rapidshare please? Pretty please...with tea, everybody likes tea. Right?  Mediafire doesn't work with my ISP lol  Touge
Evilrunner Posted May 9, 2012 Author Posted May 9, 2012 New version will be coming out once the new meshes are done (not long) so I'll see about putting it up on there too. Filesharing sites seem to be dying like crazy at the moment
Guest user29 Posted May 9, 2012 Posted May 9, 2012 before you pack them up make sure you go through the new stages and update tangent spaces on each of them. I didn't say anything earlier because it's pointless to do it until you've gotten them finalized.
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