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REB85

Are you ready to collaborate to create a BDSM mod?

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5 hours ago, REB85 said:

I have fixed the bugs with the bones you mentioned. Does it look like it should now?

Do you mean you attached fixed mounts instead of straps? Or what mistakes? The shackles on the arms and legs themselves must be made clothes. They should be part of the body, not furniture. You also need to experiment with bones in the future. I wonder what happens if you attach cbp bones to the arms, manually paint the mesh weights and set physics to them in ocbp.ini. How exactly they will behave. ) How to do the same as with the physics of the boobs but with the belts. Maybe they will drag on without animation? I do not know. We need to experiment with all sorts of pendants, earrings and all that to start.

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2 hours ago, South8028 said:

Do you mean you attached fixed mounts instead of straps? Or what mistakes? The shackles on the arms and legs themselves must be made clothes. They should be part of the body, not furniture. You also need to experiment with bones in the future. I wonder what happens if you attach cbp bones to the arms, manually paint the mesh weights and set physics to them in ocbp.ini. How exactly they will behave. ) How to do the same as with the physics of the boobs but with the belts. Maybe they will drag on without animation? I do not know. We need to experiment with all sorts of pendants, earrings and all that to start.

I mean a mistake when there were 4 skeletons. Now he is 1. And the pillows on the bed (if desired) can also move a little, but the backs of the bed slightly bend. And the same bones have a logical name.

If you do it like clothes, it will require pre-put clothes, but not as in the case of "torture of the device", simply build and assign NPS.

Can this be a separate NPS animation and a separate furniture animation?

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9 hours ago, REB85 said:

I mean a mistake when there were 4 skeletons. Now he is 1. And the pillows on the bed (if desired) can also move a little, but the backs of the bed slightly bend. And the same bones have a logical name.

If you do it like clothes, it will require pre-put clothes, but not as in the case of "torture of the device", simply build and assign NPS.

Can this be a separate NPS animation and a separate furniture animation?

I don't understand why these bones are needed in furniture. ) I don't know what to do with them.yes, probably it can be a separate animation of furniture and a separate person. Take a look at the package "bad end", there are animations with furniture, you need to see how everything is implemented there and do about the same. But complex things, such as synchronous animation of the movement of the belts of the mechanism and the hands of a person, are most likely physically impossible. Even the best animations for aaf have done don't have the precision you need. ) We must look for simpler ways.

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15 hours ago, South8028 said:

I don't understand why these bones are needed in furniture. ) I don't know what to do with them.yes, probably it can be a separate animation of furniture and a separate person. Take a look at the package "bad end", there are animations with furniture, you need to see how everything is implemented there and do about the same. But complex things, such as synchronous animation of the movement of the belts of the mechanism and the hands of a person, are most likely physically impossible. Even the best animations for aaf have done don't have the precision you need. ) We must look for simpler ways.

You did not understand. I cannot do anything in the game. I can't "look and do the same". I can only model, so I am looking for those who can do the rest. If we talk about "easy ways", then the question is: why are they needed? When we work for a customer, we are interested in doing it as simply and quickly as possible, since motivation is profit. But when we create something, not for the sake of profit, but for the sake of aesthetic pleasure, self-realization and other things, the main motivator is quality, not simplicity and speed. Or am I wrong?

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1 hour ago, REB85 said:

You did not understand. I cannot do anything in the game. I can't "look and do the same". I can only model, so I am looking for those who can do the rest. If we talk about "easy ways", then the question is: why are they needed? When we work for a customer, we are interested in doing it as simply and quickly as possible, since motivation is profit. But when we create something, not for the sake of profit, but for the sake of aesthetic pleasure, self-realization and other things, the main motivator is quality, not simplicity and speed. Or am I wrong?

the main thing is to do something instead of nothing. ) If you knew how to animate, that would make sense, because you could answer 5w1h's questions about what is possible to do in fo4 and what is not. But you don't know how, and there is not even a beginner animator. ) Accordingly, it is necessary to look for such solutions that while it does not exist (if it appears at all) can be implemented on our own. Synchronous animation of complex movements in a hawk, which is not very good for a professional, besides, ultra-precise animation between a person and a piece of furniture, which no one did at all, clearly does not apply to what we are able to do even after a year of work. )

anyway, i will learn to animate objects in fo4. But the animation of the actors is not interesting to me. I have long had a desire to drag and drop animated manipulators, assembly lines and all that into the game. fo4 for me is mainly a construction workshop, like minecraft without pixels. ) Therefore, here our interests coincide.

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4 hours ago, South8028 said:

the main thing is to do something instead of nothing. ) If you knew how to animate, that would make sense, because you could answer 5w1h's questions about what is possible to do in fo4 and what is not. But you don't know how, and there is not even a beginner animator. ) Accordingly, it is necessary to look for such solutions that while it does not exist (if it appears at all) can be implemented on our own. Synchronous animation of complex movements in a hawk, which is not very good for a professional, besides, ultra-precise animation between a person and a piece of furniture, which no one did at all, clearly does not apply to what we are able to do even after a year of work. )

anyway, i will learn to animate objects in fo4. But the animation of the actors is not interesting to me. I have long had a desire to drag and drop animated manipulators, assembly lines and all that into the game. fo4 for me is mainly a construction workshop, like minecraft without pixels. ) Therefore, here our interests coincide.

   If we talk about a construction workshop, then I think our interests coincide here, since I'm interested not only in fashion for adults. How do I understand your native language Russian? In my profile on the nexus, you can see one model for the generator in the form of a "motor car" SZA. You might be interested in this. There are also several ideas (which I can implement in the form of models) that make everyday life more logical. But I think it's worth discussing in private messages.

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11 hours ago, REB85 said:

   If we talk about a construction workshop, then I think our interests coincide here, since I'm interested not only in fashion for adults. How do I understand your native language Russian? In my profile on the nexus, you can see one model for the generator in the form of a "motor car" SZA. You might be interested in this. There are also several ideas (which I can implement in the form of models) that make everyday life more logical. But I think it's worth discussing in private messages.

you can hardly help me, I can model also. I'm not a fan of realism or retrofuturism, but of Masamune Shirow concepts. Interior Design Ghost in the Shell Innocence is my favorite and I try to make building pieces, furniture and stuff in a similar design. In general, like everyone who is trying to do something on ce, I have one goal, just to learn how to work with game resources and be able to do what I want to do for my game for the sake of, as you said for aesthetic pleasure. Helping you, I may be able to master the export of animation, or make new bones, or pick up some other new ideas. I don't need anything else.

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On 4/18/2021 at 6:21 AM, VonHelton said:

If I could get Blender & Niftools to work together, I could start animating. I'll install Blender, install Niftools, go into Blender and..........Nothing. Can't import 3DMax files. If someone would kindly tell me which version of Blender & which version of Niftools work together, I'd be appreciative!

 

:bawling:

 

 

 

I don't know anything about animating, but I don't think this is going to work for you. There was a recent thread about animating in FO4 and one of the things that is needed is a certain release of Havoc tools to translate the files in and out. And that the file set is only available in 3dsMax 2012 (Not even a current version)

 

I don't recall the thread, but you'd probably want to poke around in AAF threads. I'm not an AAF user so I can't help more than that.

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1 hour ago, poblivion said:

Something new ?  Some progress ?

a tutorial in pdf format will be a progress, or otherwise on setting up and exporting animated objects from 3ds max, because the tutorial videos are useful only for native English speakers. If anyone has seen the normal tutorials, post links. I export furniture with animation from 3d max 2013 to animated nif. Everything works fine in nifscop, but in the game the furniture is static. And there is no one to find out what I am doing wrong. ) The people who made the animated furniture probably did it secretly from everyone and put the stamp "top secret" on all information. (

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