Jump to content

A method to port a motion of Oblivion in Fallout


Recommended Posts

I do not guarantee that all motion data are ported by this method exactly.
Rather there may be little one not to modify.
 
I clarify the location of the data which I used in an operation example.
If you do the same thing using it and do not obtain the same result, as for it, you should get a wrong something.
It is necessary to apply it to use different data.
If you do not understand an applied method, I suggest to you not to use this method.
 
I only confirmed that a motion was played in NifScope.
I do not know whether it is played in a game.
 
1)You import a skeleton of Fallout3 in Blender2.49b.
2)You store blend file to use these data later.
(FO3Skelton.blend)
3)You import KF file of Oblivion in Blender 2.49b.
The NIF file to appoint uses the skeleton of the improved version of Oblivion.
4)You store blend file to use these data later.
(Oblivion_Skelton_Plus.blend)
5)You use Blender2.6x. (the latest edition)
6)You open Oblivion_Skelton_Plus.blend in Blender2.6x.
7)You append a skeleton of Fallout3 from FO3Skelton.blend.
8)You do Guess Hiearchy Mapping in Mocap Tools of the Object tab.
Because it is connected to Bone unnecessary then, you take off an unnecessary thing.
In addition, you set a necessary thing because there are many things that a name of Bone does not accord.
If you append it from attached Blend file (Convert_Base.blend), the necessary thing is set.
 
9)You push the RETARGET! button, and you wait for processing to be over.
10)If processing is completed normally, you delete the data of Armature of Oblivion.
You delete stride_bone.
11)You choose Armature of Fallout3, and Bake does Action.
Object>Animation>Bake Action
Bake Data chooses Pose.
If a key is displayed by a timeline, it is OK.
 
12)You export in BVH file.
 
(attention)
The BVH import script attached as standard equipment in Blender2.49b generates inconvenient data.
You must use an attached script file.
 
13)You open FO3Skelton.blend in Blender2.49b.
14)You import BVH file formed in Blender2.49b.
15)You assign an action to Armature of Fallout3 with an action screen.
16)You delete Armature of BVH.
17)You set an end frame to the length of the animation.
You make Anim file as an internal file with a text editor screen if it is necessary.
18)You export in KF file.
 
The skeleton of Oblivion reduced unnecessary Bone from a skeleton for BB.
In addition, there is not Bone of the penis to a skeleton of Oblivion.
Therefore Bone of penis and Balls is added.
It is necessary to adjust this Bone to an appropriate position and an angle with the first frame of a converted motion.
 
Operation of this color is 2.49b.
Operation of this color is 2.6x.
 
Original japanese

OblivionのモーションをFalloutに移植する方法。
 
操作例で使用したデータの所在は明らかにしている。
それを使ってあなたが同じことをして同じ結果を得なかったらそれはあなたが何かを間違えているはずです。
異なるデータを使用するには応用することが必要です。
あなたが応用方法がわからなければ私はこの方法を使わないことをあなたに勧める。
 
この方法で全てのモーションデータが正確に移植できることを保障するものではない。
むしろその方が少ないかもしれない。
 
私はモーションがプレーされるのをNifScopeで確認しただけです。
ゲームの中でプレーされるかどうかは知りません。
 
1)あなたはBlender2.49bでFallout3のスケルトンをインポートする。
2)あなたは後でこのデータを使用するためにblendファイルを保存する。
(FO3Skelton.blend)
3)あなたはBlender 2.49bでOblivionのKFファイルをインポートする。
指定するNIFファイルはOblivionの改良版のスケルトンを使用する。
4)あなたは後でこのデータを使用するためにblendファイルを保存する。
(Oblivion_Skelton_Plus.blend)
5)あなたはBlender2.6xを使用する。(最新版)
6)あなたはBlender2.6xでOblivion_Skelton_Plus.blendを開く。
7)あなたはFO3Skelton.blendからFallout3のスケルトンをアペンドする。
8)あなたはObjectタブのMocap ToolsでGuess Hiearchy Mappingをする。
この時不要なBoneに接続されるのであなたは不要なものを外す。
またBoneの名称が一致しないものが多いのであなたは必要なものを設定する。
添付のBlendファイル(Convert_Base.blend)からあなたがアペンドすれば必要なものは設定されている。
 
9)あなたはRETARGET!ボタンを押しあなたは処理が終わるのを待つ。
10)処理が正常に完了したらあなたはOblivionのArmatureのデータを削除する。
あなたはstride_boneも削除する。
11)あなたはFallout3のArmatureを選択しActionをBakeする。
Object>Animation>Bake Action
Bake DataはPoseを選択する。
タイムラインにキーが表示されればOK。
 
12)あなたはBVHファイルにエクスポートする。
 
(注意)
Blender2.49bに標準添付されているBVHインポートスクリプトは不都合なデータを生成する。
あなたは添付されたスクリプトファイルを使用しなければならない。
 
13)あなたはBlender2.49bでFO3Skelton.blendを開く。
14)あなたはBlender2.49bで生成したBVHファイルをインポートする。
15)あなたはアクション画面でFallout3のArmatureにアクションを割り当てる。
16)あなたはBVHのArmatureを削除する。
17)あなたは終了フレームをアニメーションの長さに設定する。
もしそれが必要であればあなたはテキストエディター画面でAnimファイルを内部ファイルとして作成する。
18)あなたはKFファイルにエクスポートする。
 
OblivionのスケルトンはBB対応のスケルトンから不要なBoneを削ったものです。
またOblivionのスケルトンには陰茎のBoneが存在していません。
そのために陰茎及びBallsのBoneを追加してあります。
このBoneはコンバートされたモーションの最初のフレームで適切な位置及び角度に調整する必要がある。

 

 

Package.7z

Link to comment

Thanks Perfectioncat.  I'll have to give it a try sometime.

 

By the way, there actually is an Oblivion skeleton that does have penis bones. 

 
I think universal skeleton and do not have the Bone of the penis.
All you have pointed out What is the Bone?
 
Attach a sample file that you converted.
 
There are several hundred motions in Oblivion.
I should be able to apply this method to New Vegas.
You should set a layout of Bone appropriately in Mocap tools.
I think that I can apply it if it is a game using KF file, NIF file.

 

Convert sample.7Z

Link to comment

Here is Growlf's Universal Skeleton (the controllable version) with penis bones:  Universal Skeleton with Penis bones.7z

 

I made this for the new animated penis\futa\dildo meshes that we are now using for Lovers with PK animations over in the Lovers Animations Workshop.

 

Gerra6 also made a pure animating skeleton with penis bones that can be found in the modders resources section.  All the scale and unnecessary bones are removed, making it much easier to use.

 

 

Great work on the tutorial! 

 

Thank you!  :)

Link to comment
All right.

You may also use any skeleton.

It works if you specify the appropriate Bone.

May not be the intended result, however since the conversion automatically.

It must be modified manually in that case.

But it should be easier than porting from the beginning.

Link to comment

How does this work when an animation has used bake constrains in it ?? From what i remember when importing an oblivion animation in fallout the rotation is totally wrong making the animation bend in weird postilion then you had to manually readjust the angle by hand to fix it for new vegas/fallout3, but when bake constrain is used you had readjust every single frame by hand because all frames where rendered.

 

i think your tutorial is based on an animation who was not used with bake constrain, but if bake constrain was already applied this will not work well.

 

Also mixing different versions of blender is not recommended to making animation either stick to one version. some version of blender had small bugs in it so you used that and revert back to an older version some things may not work as predicted. also some bones could be spinning in a weird away. And you would have more problems,then if you actually fixed it manually.

Link to comment

How does this work when an animation has used bake constrains in it ?? From what i remember when importing an oblivion animation in fallout the rotation is totally wrong making the animation bend in weird postilion then you had to manually readjust the angle by hand to fix it for new vegas/fallout3, but when bake constrain is used you had readjust every single frame by hand because all frames where rendered.

 

i think your tutorial is based on an animation who was not used with bake constrain, but if bake constrain was already applied this will not work well.

 

Also mixing different versions of blender is not recommended to making animation either stick to one version. some version of blender had small bugs in it so you used that and revert back to an older version some things may not work as predicted. also some bones could be spinning in a weird away. And you would have more problems,then if you actually fixed it manually.

Because I use machine translation, I cannot understand your article definitely.
However, I thank for advice.
 
I remodel Blender, and I use the thing which built by oneself.
I use Blender of four different versions, but they are installed not to interfere it each other.
It is for inspection of Blender which I remodeled.
And this is because I use a necessary tool.
 
The reason using Blender of the different version is a limit of the tool.
The problem in particular does not occur if I build a different environmental thing appropriately.
 
A conversion tool using is not the thing which I made.
If a manual is necessary, watch the following URLs.
 
Mocap tools user manual
Link to comment

Thanks i tried your tutorial and see if  could transfer my animations to oblivion but the outcome was horrible. i got fully twisted skeleton. and the mesh was fully mangled.

 

I tried your tutorial to the letter, but there is language barrier, since your English is machine translated and my English is not very well either.

 

Does blender 2.49b has bvh exporter ?? i can't really find it. i only switched my bvh importer with that of yours for blender 2.49b

 

When you say i need to newer blender what version are you talking about ?? i currently have blender 2.49b portable 2.6 2.63 2.65 and 2.66 installed i tried with all of the above and still could not successfully convert.

Link to comment

Thanks i tried your tutorial and see if  could transfer my animations to oblivion but the outcome was horrible. i got fully twisted skeleton. and the mesh was fully mangled.

 

I tried your tutorial to the letter, but there is language barrier, since your English is machine translated and my English is not very well either.

 

Does blender 2.49b has bvh exporter ?? i can't really find it. i only switched my bvh importer with that of yours for blender 2.49b

 

When you say i need to newer blender what version are you talking about ?? i currently have blender 2.49b portable 2.6 2.63 2.65 and 2.66 installed i tried with all of the above and still could not successfully convert.

 

I do not know the thing which can translate conversation of American English exactly.
Because it is not only your English, please do not misunderstand it.
 
Do you not misunderstand it what it is?
I do not intend to explain Blender here.
I do not write that all problems are solved by this method.
 
If you watched a video, 2.67 should have looked 2.49b to you.
You should know it if you watch a splashing screen.
 
I write that what I write in this thread ports motion data of Oblivion in Fallout.
However, you write that you introduce motion data into Oblivion.
It is natural that methods are different if premises are different.
There is not art to answer even if I do not know the data which you use and am asked about it.
 
The video is an operation example.
There are a lot of kinds of the skeleton which is used in Oblivion so that Greg points it out.
Therefore I enclose the skeleton which I used for a file attaching.
 
Mocap tools has a function allocating Bone for automatically.
However, you should understand the fault if you used it.
Some unnecessary layouts exist.
 
The question about BVH Expoter of 2.49b does not have a meaning.
I do not do Export of BVH in 2.49b.
 
The question of Blender is other applicable threads.
 
Original Japanese

あなたは何か勘違いをしていませんか?
私はここでBlenderについて説明するつもりはありません。
この方法で全ての問題が解決されると書いていません。
 
あなたがビデオを見たのであれば2.49bと2.67bが映っていたはずです。
あなたはスプラッシュ画面を見れば分かるはずだ。
 
このスレッドで書いているのはOblivionのモーションデータをFalloutに移植することを書いています。
しかしモーションデータをOblivionに導入するとあなたは書いている。
前提が異なれば方法が違うのは当然です。
私はあなたが使用しているデータを知らないしそれについて質問されても答える術が無い。
 
ビデオは操作例です。
Gregが指摘しているようにOblivionで使用されているスケルトンの種類もたくさんあります。
だから添付しているファイルに使用したスケルトンを同封しています。
 
Mocap toolsは自動的にBoneの割付を行う機能を持っています。
しかしあなたがそれを使用したならばあなたにはその欠点がわかるはずです。
不要な割付がいくつも存在している。
 
2.49bのBVH Expoterについての質問は意味が無い。
2.49bでBVHのExportはしていない。
 
Blenderの質問は他の該当するスレッドでしてください。

Link to comment

I can't seem to get this conversion to work correctly, all I really want is the NoMaaM movement animations converted to Fallout. Maybe some one hand and two hand anims and idles. I'll keep on trying.

Link to comment

An author of Mocap tools shows a tutorial in Youtube.
Please refer to the following URLs.

 

http://www.youtube.com/user/BenjyTCook

 

In addition, the following URLs are official sites of Blender of Mocap tools.

 

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Motion_Capture_Tools

 

I wish you use this as a document to grope for means to solve the problem that you have.

Link to comment

Thank you, those should help. The problem I had was solved when I assigned the bones manually. Now when I apply the action to the fallout skeleton in blender 2.49b it just floats. Though it appears to work correctly in blender 2.67b. I'll keep trying, I probably missed a step somewhere.

 

EDIT:

I believe I don't have the supplied script installed properly. I'll look into how to install it, I'm still pretty new to blender.

Link to comment
When a motion is made at a relative position in Bip01 by a basic point, the following correction may be necessary.

 

You prepare Armature same as Armature to use for conversion separately.

You do paste and necessary revision in Armature which prepared to copy a pose every key from Armature for conversion separately.

You make the motion that you corrected from the motion that you converted by doing it this way.

Link to comment

I add the thing of the posture of the rear to a conversion sample file.

POST#3

 

I make this after I move the placement of the motion that I converted at the original position.
In addition, when I do bake in 2.6x, I choose Pose and Object and do bake.
Link to comment

I tried watching your youtube video but the quality is not so good, due to that it is difficult to see what is going on screen any chance you could upload a higher quality on youtube ?? In the mean time  will try the other youtube video from BenjiTCook.

 

 

 

 

Thank you, those should help. The problem I had was solved when I assigned the bones manually. Now when I apply the action to the fallout skeleton in blender 2.49b it just floats. Though it appears to work correctly in blender 2.67b. I'll keep trying, I probably missed a step somewhere.

 

EDIT:

I believe I don't have the supplied script installed properly. I'll look into how to install it, I'm still pretty new to blender.

 

From looking at BenjiTCook vid if the skeleton is too different it is better not use the guess options at all it could even chose the wrong bones for you, manually is the only way it seem, and just save that afterwards next time you only need to use load.

Link to comment

I tried watching your youtube video but the quality is not so good, due to that it is difficult to see what is going on screen any chance you could upload a higher quality on youtube ?? In the mean time  will try the other youtube video from BenjiTCook.

 

 

 

 

Thank you, those should help. The problem I had was solved when I assigned the bones manually. Now when I apply the action to the fallout skeleton in blender 2.49b it just floats. Though it appears to work correctly in blender 2.67b. I'll keep trying, I probably missed a step somewhere.

 

EDIT:

I believe I don't have the supplied script installed properly. I'll look into how to install it, I'm still pretty new to blender.

 

From looking at BenjiTCook vid if the skeleton is too different it is better not use the guess options at all it could even chose the wrong bones for you, manually is the only way it seem, and just save that afterwards next time you only need to use load.

 

I do not know why you are concerned with a video.
I could not understand to hear English and have referred to a bad video of more picture.
What number tool did he use?
Where changed?
 
I checked it as far as I could do it to understand it.
 
I do not like people saying to the thing which the person produced like you that it is not of good workmanship calmly.
If it is indication to be wrong, I thank you and accept you.
 
There is not so many what I introduce in this thread.
I can convert it automatically to some extent in Mocap tools.
However, there is much one with the need to modify.
I deliver an animation using BVH file.
It is only this.
You must find a method to revise by oneself when I cannot convert it appropriately in Mocap tools.
To that end, knowledge about Blender is necessary.
The reason why I showed the second video is to show one method to correct a conversion result.
This method cannot be all.
As for what you want to do, there is finding it by a solution by yourself.
It is a mistake if I think that you can teach an answer.
 
original japanese

私にはあなたが何故ビデオに拘るのか分からない。
私は英語を聞いて理解することも出来ないしもっと画質の悪いビデオを参考にしたこともある。
彼は何番目のツールを使った?
どこが変化したのか。
 
それを理解するために出来うる限り調べた。
 
あなたのように人の生産したものに対して平然とそれは出来がよくないと言う人を私は好きではありません。
間違っているという指摘であれば私は感謝し受け入れます。
 
このスレッドで紹介していることはそんなに多くない。
Mocap toolsである程度自動的にコンバートできる。
しかし修正を加える必要がある方が多い。
BVHファイルを使用してアニメーションを受け渡す。
これだけだ。
Mocap toolsで適切にコンバートできない場合は自分で修正する方法を見つけなければならない。
そのためにはBlenderに関する知識が必要です。
私が2つ目のビデオを公開した理由はコンバート結果を補正する一つの方法を示すためです。
この方法が全てではないはずです。
あなたのやりたい事はあなた自身で解決方法を見つけるしかありません。
答えを教えてくれると思っているのであればそれは間違いです。

Link to comment

I thank you for all you've done, my problem isn't your directions. It's my limited knowledge of blender. I'll continue researching and with your tutorial I'm sure I can get this working. Again thank you for creating this thread.

Link to comment

I thank you for all you've done, my problem isn't your directions. It's my limited knowledge of blender. I'll continue researching and with your tutorial I'm sure I can get this working. Again thank you for creating this thread.

I have not used NoMaaM BBB Animation Replacer.
I hesitated which I should try because a great many motions were included.
I checked sneakbackward.kf.
This thinks that the method of the second video serves as a reference.
Because many key frames are included in it, I think that there is much modified quantity.
I think the part making a complicated move to turn on a check to correct distortion.
When you carry out RETARGET, Armature is generated generally in the upper direction.
It is to insert a key of Bip01 and Camera3rd and other Bone every key frame for a modification.
It is necessary to produce a key from top key in turn then.
Because Blender revises it without permission when you make a middle key after you produced a top key and the last key, it is not in a right pose.
 
The modifications are as follows.
-You push forward key flame in original Armature.
-You choose original Armature and make a pose mode.
-You choose Bip01.
-You move to the thing which chose 3D cursor.
(SHIFT+S)
Please utilize a method to move different Vaughn at the position of Bone which you chose with 3D cursor.
-It goes back up in Object mode.
-You choose Armature of the conversion and make a pose mode.
-You choose Bip01 and move it at the position of the 3D cursor.
(SHIFT+S)
-You insert the key to Bip01.
(I)
You insert the key to Camara3rd by this method.
-You choose Vaughn except Bip01 and Camera3rd and move to the appropriate position.
-You insert a key.
-It goes back up in Object mode.
 
You carry these out with all keys.
I think the correction to be possible in this.
 
original japanese

NoMaaM BBB Animation Replacerは使用したことがありません。
非常にたくさんのモーションが含まれているのでどれを試せばいいのか迷いました。
sneakbackward.kfを調べてみました。
これは2番目のビデオの方法が参考になると思います。
それにはたくさんのキーフレームが含まれているので修正量は多いと思います。
複雑な動きをする部分は捩れを補正するチェックをONにした方がいいと思います。
あなたがRETARGETを実行するとArmatureが全体的に上方向に生成されます。
修正方法としてはキーフレーム毎にBip01及びCamera3rd及びその他のBoneのキーを挿入することです。
この時先頭キーから順番にキーを生成する必要があります。
あなたが先頭のキーと最終キーを生成した後にあなたが中間キーを作成するとBlenderが勝手に補正するため正しいポーズになりません。
 
修正方法は次の通りです。
-あなたは元のArmatureでキーフレームを進めます。
-あなたは元のArmatureを選択してポーズモードにします。
-あなたはBip01を選択します。
-あなたは3Dカーソルを選択したものに移動します。
(SHIFT+S)
3Dカーソルであなたが選択したBoneの位置に別のボーンを移動する方法を活用してください。
-Objectモードに戻します。
-あなたは変換先のArmatureを選択してポーズモードにします。
-あなたはBip01を選択してそれを3Dカーソルの位置に移動します。
(SHIFT+S)
-あなたはBip01のキーを挿入します。
(I)
あなたはこの方法でCamara3rdのキーも挿入します。
-あなたはBip01及びCamera3rd以外のボーンを選択して適切な位置に移動します。
-あなたはキーを挿入します。
-Objectモードに戻します。
 
あなたはこれらを全てのキーで実行します。
これで修正は可能だと思います。

Link to comment

I have a question about the MMD animation (VMDMotionImporter) (sorry)

 

http://wiki.livedoor.jp/oblivion_jp/d/VMDMotionImporter%20%3e%20The%20main%20body%20and%20How%20to%20use

 

==

 

I do not understand this part of paragraph 11 -
*Scene Root (Skeleton of Oblivion) ​​is selected and Bake Constraints is done.*

 

Where to take it (Scene Root (Skeleton of Oblivion)),  Miku.blend does not contain *Skeleton of Oblivion*

 

Sorry that I have written here, and thanks.

Link to comment

I have a question about the MMD animation (VMDMotionImporter) (sorry)

 

http://wiki.livedoor.jp/oblivion_jp/d/VMDMotionImporter%20%3e%20The%20main%20body%20and%20How%20to%20use

 

==

 

I do not understand this part of paragraph 11 -

*Scene Root (Skeleton of Oblivion) ​​is selected and Bake Constraints is done.*

 

Where to take it (Scene Root (Skeleton of Oblivion)),  Miku.blend does not contain *Skeleton of Oblivion*

 

Sorry that I have written here, and thanks.

 
I'm sorry.
I do not have the information about it.
I think that you can understand because it is written in English.
 
The file which I was able to acquire because attached information is old is only this.
Link to comment

I thank you for all you've done, my problem isn't your directions. It's my limited knowledge of blender. I'll continue researching and with your tutorial I'm sure I can get this working. Again thank you for creating this thread.

I converted it, but the above-mentioned correction that I thought of was really necessary.
When behavior of Bip01 converted it into BVH, I include a problem.
When I read BVH file because a local coordinate of Bip01 turns, I move in a different coordinate system.
This feels that there is not it in a problem if I consider it when I revise a conversion result.
 
I attach the file which I converted.
Please look if you serve as a reference.

FO3_sneakbackward.7Z

Link to comment

 

 

 
I'm sorry.
I do not have the information about it.
I think that you can understand because it is written in English.
 
The file which I was able to acquire because attached information is old is only this.

 

Thank you for answer.

Link to comment

 

 

 

 
I'm sorry.
I do not have the information about it.
I think that you can understand because it is written in English.
 
The file which I was able to acquire because attached information is old is only this.

 

Thank you for answer.

 

 
I searched it in VMDImpoter and found a Japanese site.
I think that it is the site of the author of VMDImpoter.
The sentence that you said was not written there.
The author seemed to distribute a new version.
I thought distributed impoter to be a script file, but do not try it because I included remodeling of Blender.
 
I write the URL for reference.
 
It is different from the purpose of this thread, but writes it because there was a URL distributing a motion converter for MikuMiku Dance to.
This may be information necessary for you.
By the way, I am not interested in MikuMikuDance.
 

 

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use