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Are you ready to collaborate to create a BDSM mod?


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26 minutes ago, REB85 said:

I have to customize body furniture. I have no game body. Could you export it from a dice game to FBX format? I hope I'm not bothering you too much.

https://www.nexusmods.com/fallout4/mods/16694/

Probably, here is what you may need, but I don't need to adjust anything to work with your model, I will adjust everything myself to some of the available aaf animations .. This means static furniture, which could somehow be adapted at least to ready-made animations. Since it is static, it doesn't matter what proportions and scale are there. All the same, it will have to be adjusted to what is, and not to what you want.

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47 minutes ago, REB85 said:

Well, I tried this. But this is awful. Maybe it works in the game, but it doesn't work well for me:
1) the source file does not open 3d max 2013.
2) I tried to open 2018 but it doesn't save the file for 2013 (minimum 2016).
3) I tried to export, but if I choose to export bones, then in max 2013 I get a FPS drop of 11. If I export by default, I get a model without bones. But in any case, herpers don't work. And the bones behave strangely.

In short, maybe this is some clever way of rigging that I don't understand, but the result is just terrible. it is posible  find an FBX model with normal bones?

I don't know why you need bones and who told you that you need them for some reason. You only need the mesh and its collision for this mesh to physically show up in the game somehow. Nothing more. The second step is to figure out how to animate your mechanisms specifically, without the characters and connection with the animations of the actors.

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5 hours ago, South8028 said:

I don't know why you need bones and who told you that you need them for some reason. You only need the mesh and its collision for this mesh to physically show up in the game somehow. Nothing more. The second step is to figure out how to animate your mechanisms specifically, without the characters and connection with the animations of the actors.

  Here is one of the textured pieces of furniture.   https://www.nexusmods.com/fallout4/mods/51662  

Spoiler

image.png
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(high pillars are made only so that you can put an object on a slope)

Why do I need a skeleton? Well, how to put the character in the right pose in order to try on the device? Move polygons and strike for one pose for 2 hours?) By the way, I opened the animation files that you sent. Well ... This is not a slim body. In addition, the body flies off the bones if you try to edit it. And you need to edit it, as at least apply anti-aliasing groups and change the texture (or remove it altogether).

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4 hours ago, REB85 said:

Well, I tried this. But this is awful. Maybe it works in the game, but it doesn't work well for me:
1) the source file does not open 3d max 2013.
2) I tried to open 2018 but it doesn't save the file for 2013 (minimum 2016).
3) I tried to export, but if I choose to export bones, then in max 2013 I get a FPS drop of 11. If I export by default, I get a model without bones. But in any case, herpers don't work. And the bones behave strangely.

In short, maybe this is some clever way of rigging that I don't understand, but the result is just terrible. it is posible  find an FBX model with normal bones?

I don't quite understand why you insist on exporting bones from the original file.

I also don't understand what you mean by primitive bones.

The rig animation file in the link already has all the bones of Fo4 characters and the same bone naming.

Or you can understand that you want to add any new animation in Fo4. You have only one way to go. Install 3dsmax2016 and havok content tools_ 2014-1-1_ 20150216_ 64Bit。 Use the rig file in the connection to make animation and export the HKX file to realize in the game.

Any other form is not feasible, or it has no data significance for the character animation in the game. You can use other mannequins to pose, but it has nothing to do with the characters in Fo4. If you want to have new animation in Fo4, you only have that way.

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1 hour ago, kziitd said:

I don't quite understand why you insist on exporting bones from the original file.

I also don't understand what you mean by primitive bones.

The rig animation file in the link already has all the bones of Fo4 characters and the same bone naming.

Or you can understand that you want to add any new animation in Fo4. You have only one way to go. Install 3dsmax2016 and havok content tools_ 2014-1-1_ 20150216_ 64Bit。 Use the rig file in the connection to make animation and export the HKX file to realize in the game.

Any other form is not feasible, or it has no data significance for the character animation in the game. You can use other mannequins to pose, but it has nothing to do with the characters in Fo4. If you want to have new animation in Fo4, you only have that way.

I will try to explain in more detail to make it clear:
 1) when trying to edit a mesh, the mesh jumps off the skeleton. And the mesh needs to be edited, for example, add anti-aliasing groups.
 2) when trying to select a mesh, the mesh also jumps off the skeleton. And I need to select the mesh to remove or change the texture.
3) If I don't work with mesh, then the screenshots will show a homeless origami, of course, in dirty tours.
4) if I just rename the folder with textures, then it will not be a homeless man in dirty panties, but still origami.

What I mean when I say simple bones: These are normal bones, no helpers, no tuned scenes, no other fictions. Just bones that match the game and the model connected to these bones.

Naset 3d max 2016 ... The previous user said that I need 2013 ... So which one of you is right?

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49 minutes ago, REB85 said:

I will try to explain in more detail to make it clear:
 1) when trying to edit a mesh, the mesh jumps off the skeleton. And the mesh needs to be edited, for example, add anti-aliasing groups.
 2) when trying to select a mesh, the mesh also jumps off the skeleton. And I need to select the mesh to remove or change the texture.
3) If I don't work with mesh, then the screenshots will show a homeless origami, of course, in dirty tours.
4) if I just rename the folder with textures, then it will not be a homeless man in dirty panties, but still origami.

What I mean when I say simple bones: These are normal bones, no helpers, no tuned scenes, no other fictions. Just bones that match the game and the model connected to these bones.

Naset 3d max 2016 ... The previous user said that I need 2013 ... So which one of you is right?

Let me clarify the purpose of your post.

1. want to add a new device to Fo4

2. want to add a new character animation in Fo4 to match this device

So why do you want to edit mesh, which is the mesh of human body?

How can I achieve these two goals

1 create a new device mesh, which you have done.

2, 3dsmax open the mesh of the device and import the rig animation file into the scene

3. Pose for characters in rig animation files to match the device in the scene, If your device is large and the characters in the rig animation file are small, you should shrink the device rather than enlarge the characters.The size of the device is also the final size in the game.

4. Export the animation to HKX file. Here, the animation part is completed.

5. Turn the device into a NiFe like a table or bed in a game and have the same "use" function.

Basically done.

The rest is how to call that animation when using it, which has been preceded by mod such as torque devices before.

 

----

I'm using 2016. And the havok version mentioned above.

No problem at all.

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1 hour ago, kziitd said:

Let me clarify the purpose of your post.

1. want to add a new device to Fo4

2. want to add a new character animation in Fo4 to match this device

So why do you want to edit mesh, which is the mesh of human body?

How can I achieve these two goals

1 create a new device mesh, which you have done.

2, 3dsmax open the mesh of the device and import the rig animation file into the scene

3. Pose for characters in rig animation files to match the device in the scene, If your device is large and the characters in the rig animation file are small, you should shrink the device rather than enlarge the characters.The size of the device is also the final size in the game.

4. Export the animation to HKX file. Here, the animation part is completed.

5. Turn the device into a NiFe like a table or bed in a game and have the same "use" function.

Basically done.

The rest is how to call that animation when using it, which has been preceded by mod such as torque devices before.

 

----

I'm using 2016. And the havok version mentioned above.

No problem at all.

In any case, I do not know how to make animations (only animate the mechanism in autocad and this is not suitable for human animations). Therefore, I have no goal to make them.
Some users have shown a desire to cooperate (you can see in the thread). My task is to fit the models to the game model of a person and lay out the model with a couple of screenshots. But I cannot do this, since one proposed model is not exported correctly, and the second model does not provide an opportunity to make smooth groups and change the texture, but at the same time not spoil the connection of the bones.

Why do I want to edit the mesh? By editing, I mean "smooth groups" so that there is no origami.

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4 hours ago, REB85 said:

  Here is one of the textured pieces of furniture.   https://www.nexusmods.com/fallout4/mods/51662  

  Reveal hidden contents

image.png
123r.jpg
234.jpg
image.jpg
image.jpg
image.jpg

(high pillars are made only so that you can put an object on a slope)

Why do I need a skeleton? Well, how to put the character in the right pose in order to try on the device? Move polygons and strike for one pose for 2 hours?) By the way, I opened the animation files that you sent. Well ... This is not a slim body. In addition, the body flies off the bones if you try to edit it. And you need to edit it, as at least apply anti-aliasing groups and change the texture (or remove it altogether).

https://disk.yandex.ru/d/KQ5Quzys5u67DA

think it's very lowpoly. You can have more polygons. Regarding the body ... I don't know what difference it makes to you at this stage what kind of body it is. You are still not able to do animations yet, and the bones in the game are the same for all meshes. You can use any body for proportions and scales, or even play furniture. It makes no difference at all.

ScreenShot288.png

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29 minutes ago, South8028 said:

https://disk.yandex.ru/d/KQ5Quzys5u67DA

думаю, что это очень низкая поли. У вас может быть больше полигонов. Что касается тела ... Я не знаю, какая разница для вас на данном этапе, что это за тело. Вы все еще не можете делать анимацию, а кости в игре одинаковы для всех мешей. Вы можете использовать любое тело для пропорций и масштабов или даже игровую мебель. Это вообще не имеет значения.

ScreenShot288.png

Looks like this, whether there is no smooth group. Have you forgotten about them?

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On 4/23/2021 at 1:37 AM, REB85 said:

that's why I'm asking if you can export a body with a skeleton (slim) from the game and send it to me. I cannot retrieve the resource from the game, there is a software problem

 

I wrote it a little wrong. I meant it, what are your next plans, when you manage to get this device into game. Of course with the help of other people.

 

PS: I noticed your resources on the Nexus. Don't be discouraged by hateful comments.

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13 minutes ago, REB85 said:

Excellent. Now the question is: are you interested in jointly creating several functioning devices for settlements, so that it is possible to build them and appoint a settler?

I'm not really interested because I have a lot of my work with the body, building models and clothes. But I will help you as much as I can. It is not difficult to simply insert furniture into the game for animation. Also, if I have animation for this furniture, or you make furniture for ready-made animation, then it's easy to make it furniture assigned to the settler, and it's easy to embed it into aaf.

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6 hours ago, poblivion said:

 

I wrote it a little wrong. I meant it, what are your next plans, when you manage to get this device into game. Of course with the help of other people.

 

PS: I noticed your resources on the Nexus. Don't be discouraged by hateful comments.

Don't get upset about hateful comments? They make me happy! I perfectly understand who writes these comments.
These are guys with vaginas (male feminists), mentally disabled, fat women with a hysterical character (female feminists), in other words SJW. As well as dads and moms who watch pornography and stick a dildo in each other's ass, but at the same time try to take care of the moral education of children.
 If I ruined their mood, this is great news for me =)))

My plans? If it gets into the game, I will try to get people to make a story mod that includes these items. I have a couple of plot ideas. Simply put, I want to bring to the "commonwealth", "good old ultraviolence", from my point of view there is very little of it in the fallout4.

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21 hours ago, REB85 said:

https://www.nexusmods.com/fallout4/mods/51702   
Another holding device, this time with bones

in general, I looked. I can only make a bed in aaf out of this. ) Bones are useless, specifically for the body mesh, there is nothing to tie them to. The only way you can attach attachments to the body so that they have physics, interact with the body in animation, and not just stick out of the bed motionless, is to make them clothes. Another option is to add bones to the skeleton, in the sense of skeleton.nif, and then animate them, but this seems to me too radical. ) I don't know any other way.

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I certainly don't understand much about animation. But the animators who made the AAF animations were unlikely to attach the bone of the dick to the bone of the ass ? What if the character is just trying to free himself by making small movements and exactly the same movements are performed by the restraints without being tied? ?

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34 minutes ago, REB85 said:

I certainly don't understand much about animation. But the animators who made the AAF animations were unlikely to attach the bone of the dick to the bone of the ass ? What if the character is just trying to free himself by making small movements and exactly the same movements are performed by the restraints without being tied? ?

the bones of the penis and vagina are bones that are located directly on the skeleton. They are attached to the grid with weights and are animated directly by the package animator (there were exactly two such animators working with these bones, as far as I know, and this is a serious work on their part). The rest of the animations just work with morphs, via animationData, "opening" the vagina and lifting the penis. The bracelets on the arms and legs are either clothes or, together with the bed, this is a whole creature. A certain square "buddy" performing animation synchronized with the "victim".

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7 minutes ago, South8028 said:

the bones of the penis and vagina are bones that are located directly on the skeleton. They are attached to the grid with weights and are animated directly by the package animator (there were exactly two such animators working with these bones, as far as I know, and this is a serious work on their part). The rest of the animations just work with morphs, via animationData, "opening" the vagina and lifting the penis. The bracelets on the arms and legs are either clothes or, together with the bed, this is a whole creature. A certain square "buddy" performing animation synchronized with the "victim".

that is, for the furniture to perform animation synchronously with the victim, the furniture must be one object? So if I build a robotic laboratory, it must also be one object?

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1 hour ago, REB85 said:

that is, for the furniture to perform animation synchronously with the victim, the furniture must be one object? So if I build a robotic laboratory, it must also be one object?

if you have such standards ... In order for all the elements to participate in the animation, to be synchronized and there are many of them, then maybe even worse ... It must be a whole legion of creatures with their own race, their own unique skeletons, animations and so on. And all this should be collected for example in a workshop in the form of a complex of these "creatures". ) Of course, it's not a problem to attach as many bones as you like to the skeleton and tie them to clothes; all kinds of grips, clamps, rings and chains. But I don't know who will animate all these bones.you just need to reduce the standards to static clamps. The grippers must not have any chains or moving parts. Just an armature against which during the animation clothes are "leaning" in the form of grips on the arms and legs, or wherever they need to be worn. Because the higher the requirements for an animator, the less likely it is to find one.

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I would recommend that this hypothetical torture lab be create in a world space/cell of its own. Then have a special gun or whatever be used to target the victim NPC and when shot, it transports both the victim and player to that world space/cell with the victim strapped down to a table and the player nearby. Then the player can activate various torture machinery to use against the victim NPC. 

 

You could make it a quest of sorts with the special gun being an alien beam pistol that is used to send human test subjects to the alien mothership to be probed and sexually tortured for alien experimentation. Make it a quest where the player is first captured by an NPC alien and sent to the mothership and sexually tortured. But then the player escapes and kills the aliens off and takes over the mothership, making a player home in space, along with obtaining the alien gun that they can use to beam NPC test subjects with to abuse them. Just throwing ideas out there.   

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