beck11 Posted June 2, 2012 Posted June 2, 2012 Im learning animating too. Took me 3 days to actually get an animation file loaded with a body nif lol. I was importing the cali body and the animation kf together, ended up all twisted and mangled as shit. Turns out I had to import the body parts and skeleton with the kf file then join them up together. Still a long way to go though, I havent exported anything yet and I dont know if FNV animations require additional tweaking in nifskope like Oblivion animations. Hope not, last time I used nifskope on my machine it gave me tons of problems. Shit is painstaking though, any bit of complexity in your animations and you can end up tweaking tiny little stuff over and over again to make it look right. I hope I dont end up losing interest in it and bailing....
Evilrunner Posted June 2, 2012 Author Posted June 2, 2012 Managed to learn that adding a subsurf to two almost identical meshes gives different face counts. Wasn't expecting that tbh. Anyway, tests continue. Have two meshes with subdivisions on and identical vertex counts, so that's a start [edit] Hmm no luck there. Turns out even if you get the vert count exactly the same in blender, the final nif may have a different count. _1 keeps coming out with 7 more verts in the nif than _0. I'll find another way.
Halstrom Posted June 2, 2012 Posted June 2, 2012 Final thing' date=' with regards to egg laying, would people prefer squatting or laying on back? I quite like the idea of squatting, but wanted some other opinions.[/quote']I'd go with different versions, squating for smaller eggs & lyign on back for larger, maybe a "on hands & knees doggie" laying could be possible for smaller eggs.
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 ok, first thing up. Animated nif for the player being implanted from P0 to P3 with small eggs. It's currently around 30 seconds long, I'm considering length at the moment, maybe much longer perhaps? At this stage I just want thoughts on it before I commit too much.
Halstrom Posted June 3, 2012 Posted June 3, 2012 ok' date=' first thing up. Animated nif for the player being implanted from P0 to P3 with small eggs. It's currently around 30 seconds long, I'm considering length at the moment, maybe much longer perhaps? At this stage I just want thoughts on it before I commit too much[/quote'] Silly questions as I know zero about animations, assuming I add this to SCR & Pregnancy via the SCR datapack. Where should I put this, in meshes or animations folders? Maybe I create a new folder for SexoutAnimtions in the datapack? Then what would I do to activate it just add it to the player or create an animation calling it then play the animation? Or can you create a small test esp I can copy into SCR to call from Pregnancy?
sen4mi Posted June 3, 2012 Posted June 3, 2012 Managed to learn that adding a subsurf to two almost identical meshes gives different face counts. Wasn't expecting that tbh. Anyway' date=' tests continue. Have two meshes with subdivisions on and identical vertex counts, so that's a start [edit'] Hmm no luck there. Turns out even if you get the vert count exactly the same in blender, the final nif may have a different count. _1 keeps coming out with 7 more verts in the nif than _0. I'll find another way. You should check your triangle counts also, since that also has to match. You might also try converting back to nif, after each step, in a multi-step process, to find which step is breaking things.
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 ok' date=' first thing up. Animated nif for the player being implanted from P0 to P3 with small eggs. It's currently around 30 seconds long, I'm considering length at the moment, maybe much longer perhaps? At this stage I just want thoughts on it before I commit too much[/quote'] Silly questions as I know zero about animations, assuming I add this to SCR & Pregnancy via the SCR datapack. Where should I put this, in meshes or animations folders? Maybe I create a new folder for SexoutAnimtions in the datapack? Then what would I do to activate it just add it to the player or create an animation calling it then play the animation? Or can you create a small test esp I can copy into SCR to call from Pregnancy? Treat it like an outfit. I have mine in a folder called egg under pregnantCali. To activate it, you'd have to equip the outfit when sex starts, and remove it at the end. I suppose the requirement would be on whoever makes the sexout call involving eggs. That's only a sample though, still need to work on a final version. vertex tri count are the same in Blender, trust me I've checked numerous time I'm considering the best fix would be to simply produce a 0 weight with the higher poly count, and then adjust it to match the 1 weight. I'll play around properly another time though. Without a Skyrim sex mod, maternity clothes aren't that required atm.
Halstrom Posted June 3, 2012 Posted June 3, 2012 ok' date=' first thing up. Animated nif for the player being implanted from P0 to P3 with small eggs. It's currently around 30 seconds long, I'm considering length at the moment, maybe much longer perhaps? At this stage I just want thoughts on it before I commit too much[/quote'] Silly questions as I know zero about animations, assuming I add this to SCR & Pregnancy via the SCR datapack. Where should I put this, in meshes or animations folders? Maybe I create a new folder for SexoutAnimtions in the datapack? Then what would I do to activate it just add it to the player or create an animation calling it then play the animation? Or can you create a small test esp I can copy into SCR to call from Pregnancy? Treat it like an outfit. I have mine in a folder called egg under pregnantCali. To activate it, you'd have to equip the outfit when sex starts, and remove it at the end. I suppose the requirement would be on whoever makes the sexout call involving eggs. That's only a sample though, still need to work on a final version. vertex tri count are the same in Blender, trust me I've checked numerous time I'm considering the best fix would be to simply produce a 0 weight with the higher poly count, and then adjust it to match the 1 weight. I'll play around properly another time though. Without a Skyrim sex mod, maternity clothes aren't that required atm. Cool sounds good will give it a go later.
Guest user29 Posted June 3, 2012 Posted June 3, 2012 awesome work evil. did you finish off p4 and p6 while I was away? edit: also saw this on the nexus? I read his permissions and it seems like he's ok with people modifying it but his English is so broken its hard http://newvegas.nexusmods.com/mods/46463 Did we get permission from that same author to modify his other stuff?
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 Glad you like it. Long post coming up, mostly some of my musings. Anyway, some stuff. Made a small breakthrough with Skyrim bodies. Using blender 2.63 I can actually load the 0 weight and 1 weight, and apply the 1 as a shape key to the 0. Basically means I can do whatever to the 0 weight; subdivide, subsurf etc. and can instantly produce an identical 1 weight. Sort of a more refined take on my idea of altering the 0 weight to the 1 weight manually. Perhaps the funniest part is this is basically what Skyrim already does with the two meshes For fallout, I'm still aware I need to finish P4 and P6, I'll try and speed up on those. I'm considering making the laying animations first. Certainly easier to implement (the mesh would be equipped during birth) and probably a more visual payoff than the implantation ones. The idea I want is for 3 poses; 1 on her back, 1 squatting and 1 on hands and knees. Back for the two largest eggs (deathclaw and lakelurk), randomly pick from the others for the smaller ones. Main thing I would find handy is if there are any size ranges for each type (i.e. deathclaw is always between P3 and P6, with 1 egg at p3 and 3 at P6 for example). Would just cut down on making sizes that are never used. I also plan on making some quite long. Don't know if this is a problem for people. As a bonus, pose pic for reading through my wall of text. P6 on hands on knees. I really like this pose
Guest user29 Posted June 3, 2012 Posted June 3, 2012 now that is fantastic. I tried messing around with animations and I got all of nowhere. If you're looking for ideas for poses a belly clutch for each size for contractions would be great.
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 I can give it a go, no promises though. Poses are easy enough, but something like that would be best animated. How are you with shape keys by the way? Could probably use a hand once I have the poses done
Guest user29 Posted June 3, 2012 Posted June 3, 2012 I understand how it works reasonably well for the amount of time I've put into it. What did you have in mind exactly?
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 Might need a bit of a hand is all, quite a few variations. Each one isn't that hard really, it's just long. I need to do some planning first anyway, with the poses the shapekeys will be interesting to set up. On hands and knees, for example, the eggs will have to be keyshaped to fall sideways
Guest user29 Posted June 3, 2012 Posted June 3, 2012 I always like to help however I can. just let me know.
Halstrom Posted June 3, 2012 Posted June 3, 2012 I added the egg impregnation into SCR but haven't had a chace to do anything with it yet.
Guest user29 Posted June 3, 2012 Posted June 3, 2012 In addition to cherry picking through revenags bouncing type 3 outfits I'm going to be going back and modifying old ones we've already done and updating them to the new body. I still won't be uploading anything until you figure out how you want to handle the files but that'll keep me busy for a while. The next update it going to have a lot of fun stuff in it, that's for sure.
Evilrunner Posted June 3, 2012 Author Posted June 3, 2012 P1-3 and P5 are good to go, there's a changelog for non-stock, so just add custom outfits in there for now. Not touched the other for a bit. Just working on Loogies outfit, and trying to get skyrims skeleton into blender atm.
Guest user29 Posted June 3, 2012 Posted June 3, 2012 The way I modify the outfits, I can't do anything more than p3 until you have p4 done. I mean I could but I'd be wasting some time.
Guest user29 Posted June 3, 2012 Posted June 3, 2012 Ixia p1-p3 is finished. Also finished the tribal outfits earlier this week. Going to see what I can do with the lady outfit.
Guest user29 Posted June 3, 2012 Posted June 3, 2012 only because of your mind blowing work on the nude body. Though if I may say, I am getting better at fitting the outfits to them
Guest user29 Posted June 4, 2012 Posted June 4, 2012 I spoke too soon. I got an outfit I need you to take a look at. The straps on the left leg aren't moving with the leg right. I tried copying bone weights but I'm not getting anywhere. I'm sure it's something simple I just don't know what it is. It's in the data folder.
Evilrunner Posted June 4, 2012 Author Posted June 4, 2012 You sure? Nothings gone up on dropbox [edit] Got it, going to have a look now.
Evilrunner Posted June 4, 2012 Author Posted June 4, 2012 Possibly fixed it, but it's taking an age to export. Not sure if it's crashed at this stage to be honest. eh, wow. Got an error message I've never seen before: 'Too many vertices. Decimate your mesh and try again.' 23k, and it exported for you. Strange. [edit] And a fixed version is on dropbox
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