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Posted

This turned out to take much longer than I intended, but my studies kept getting in the way.

 

*Warning* this is untested. I'm not able to access my desk computer until Sunday, so you'll have to either wait or take the risk. The ini included is probably far off what it should be (it's literally just a copy of another anim's ini). You'll probably want to change the animation number as well.

 

Another thing that could be problematic is I didn't change the unique id of the animation. I don't have the chart on my laptop.

 

That said, have fun... Or try to.

-TO

 

-Edit- For anyone who downloaded, do not use the file. It includes an error (guaranteed ctd on stage 2). Fix will be up shortly.

-Edit #2- Fixed file is now up. I apologize to anyone who downloaded the previous file.

The restraints for the male seem to be missing their texture (they are purple) an both the male and the the female especially are displaced to far to the side in comparison to the throne. It can't be corrected with the movement keys from that direction (lovers animation adjustment keys).

 

Congrats on the release :)

Guest ThatOne
Posted

Try the new file and tell me if it works.

Posted

For those who have a problem (3DS Max) with shaking legs:

 

There is a solution.

It is necessary to save the actor(with IK-legs , those not exported correctly) in the format of Open Collada,

then load it to the same scene, and assign [orientation constraint] for each leg bone to same name ColladAhelper - it works even on very long scenes (I had 3666 frames scene, 40 Mb kf :))...

=================================

 

Posted

Try the new file and tell me if it works.

Ok, the restraints now work and the female is not to the side anymore, but she is till a little bit too far forward in all stages.

 

In the third stage animation for the male, there is also a slight 'snap' into the animation towards the end of it where it reset to the beginning position.

Guest ThatOne
Posted

Thanks for the feedback.

 

I don't think I can get it much more accurate without actually being able to see it in game. As long as you can fix it with the movement keys, it's good enough for now.

 

For the male, I'm not sure how that would happen; the animation has exactly the same keys as it's first and final frames, so if anything there should be a 1/30 of a second where he doesn't move at all. The loop is 3 seconds long.

Posted

Thanks for the feedback.

 

I don't think I can get it much more accurate without actually being able to see it in game. As long as you can fix it with the movement keys, it's good enough for now.

 

For the male, I'm not sure how that would happen; the animation has exactly the same keys as it's first and final frames, so if anything there should be a 1/30 of a second where he doesn't move at all. The loop is 3 seconds long.

Unfortunately, I can't fix the female with the movement keys as only 9 and 0 effect the female and they are up and down, not forward and backwards.

Guest ThatOne
Posted

Try copying another anim's ini, tell me if the other keys work with it.

Posted

Try copying another anim's ini, tell me if the other keys work with it.

Still nothing for me, I think I'll have to wait for you to get oblivion sorted.

Posted

 

Try copying another anim's ini, tell me if the other keys work with it.

Still nothing for me, I think I'll have to wait for you to get oblivion sorted.

 

The movement keys word fine, its just that they don't offer the option to move the female forwards/backwards.

Guest ThatOne
Posted

Oh, alright, I was getting worried for a moment there.

Yes, I'll fix that bit as soon as I have access to my desk computer (I could try now, but it would be highly inaccurate).

 

I assume the issue with the male's stage #3 persists? I'll look into that one as well.

 

In the meantime, I have an idea for an animation, but I need a rigged tongue mesh.

Posted

ThatOne, try animating using just the tongue bones of the animating skeleton and the animation "should" show up in game with the tongue being animated if you use a facial expression that has the mouth open.

Posted

Oh, alright, I was getting worried for a moment there.

Yes, I'll fix that bit as soon as I have access to my desk computer (I could try now, but it would be highly inaccurate).

 

I assume the issue with the male's stage #3 persists? I'll look into that one as well.

 

In the meantime, I have an idea for an animation, but I need a rigged tongue mesh.

Here's a tongue I rigged about a year ago.

http://www.mediafire.com/download/2fw5ififv9yz22j/ttt_10_bones.7z

 

It was the test mesh for development of the Automated Rigging Tool.

http://www.loverslab.com/topic/13505-blender-automatic-rigging-tool-08/

Posted

Gerra, are you willing to "fix" the stripped LL skeleton? As I recall it's missing scale bones or something, so the current LAPF does not contain yours.

 

I'd do it myself if I knew much about armatures, well.. Unfortunately I'm not too confident about everything that is related to animations.

Posted

Gerra, are you willing to "fix" the stripped LL skeleton? As I recall it's missing scale bones or something, so the current LAPF does not contain yours.

 

I'd do it myself if I knew much about armatures, well.. Unfortunately I'm not too confident about everything that is related to animations.

 

There is nothing to "fix".  The minimum skeleton version was intended for animating ONLY.  Using any scale bones in making animations is a fast way to break the animation. This skeleton is not broken in any way and it is what most everyone uses to create animations.  It is the only skeleton I use for animating and I have never had any issues with it.

 

The performance and the maximum skeletons (which do have scale bones) have a problem with the balls bone (I think it is the balls bone anyway) and that is why I did not use them in the LAPF.

 

However, to be perfectly honest, I don't think anything is gained by Gerra6 spending the time to mess with those two skeletons.  What does it have that that LAPF skeleton does not?  If there is something you think the LAPF skeleton needs then I can certainly add it in for you.  

 

I guess I just don't understand what you are wanting\needing?  If you explain that then we can help you better.

 

Cheers,

Greg

Posted

As Greg said, scale bones should never be used in any regular animations.

 

Instead, scale bones are specialized bones designed to *permanently* modify the shape of a character or a creature.

 

One example of this is Growlf's resizing mod.  That mod applies an animation that contains a single loc, rot, and scale transform to the OP1 Scale bones.  So long as no other animations touch the OP1 Scale bones, the resized breasts stay resized.  The moment any other animation is triggered that contains a keyframe for the OP1 Scale bone, Growlf's transform will be overwritten.

 

The stripped skeleton was designed strictly as a modder's resource, to be used only in Blender and other 3d modeling programs.  It is not intended for use in Game.

 

As far as making updates to the skeletons or fixing the ball bones crash bug, I'm happy to do so.  However, I believe that Greg took over the maintenance of the lovers resource skeletons during my modding absence.

Posted

Ok... look like my bad understanding. Sorry.

 I was just talking about all the (potential) unnecessary bones that the universal skeleton has. In fact, I don't want any more bones, but wanted less bones..

Posted

Ok... look like my bad understanding. Sorry.

 I was just talking about all the (potential) unnecessary bones that the universal skeleton has. In fact, I don't want any more bones, but wanted less bones..

 

Ah.  After Thanksgiving I can take a look at fixing the performance skeleton that Gerra6 put together.  It should be fairly simple and quick to fix, then test.  I'll PM you when I get it done and let you test it some more.  If that works, then I'll update the archive with it and probably switch out the max skelly with the one I am using for the LAPF, since it seems to be working for everyone.

 

Just 7 days and I will finally have my furniture, TV, movies, and desktop computer.  I feel like a kid anxiously waiting for Christmas to come so he can open his presents.    :lol:  :lol:  :lol:  :lol:  :lol:

Guest ThatOne
Posted

Well, this had an embarrassing number of issues. Comes from not being able to actually see it when I tried to edit it, I guess.

 

Regardless, this time I tested it, and it works for me. But please do let me know if it works for you as well.

 

-EDIT- File removed.

Posted

I´m trying to tackle a problem that has always bothered me and that I was never able to really fix, just to work around it.

 

And that is "locking" certain body parts into certain positions during an animation. (Blender)

 

So far, I have messed around with different constraints, not really successful.

 

Heres a short video to show what I´want to achieve: locking the defender´s hand to the bed, and not having to set a ridicoulus amount of frames where I try to align it manually, and having it still "twitch" in the end. I know it´s possible, Donkey used to lock bodyparts in almost all of his animations. 

 

The next step would be to lock the offender´s hand on the shoulder, which might be somewhat more difficult, since the shoulder is moving. 

 

In this scene, hands and arms are controlled through an IK constraint.

 

http://www.naughtymachinima.com/video/8584/blender-1

 

edited...

 

Posted

I´m trying to tackle a problem that has always bothered me and that I was never able to really fix, just to work around it.

 

And that is "locking" certain body parts into certain positions during an animation. (Blender)

 

So far, I have messed around with different constraints, not really successful.

 

Heres a short video to show what I´want to achieve: locking the defender´s hand to the bed, and not having to set a ridicoulus amount of frames where I try to align it manually, and having it still "twitch" in the end. I know it´s possible, Donkey used to lock bodyparts in almost all of his animations. 

 

The next step would be to lock the offender´s hand on the shoulder, which might be somewhat more difficult, since the shoulder is moving. 

 

In this scene, hands and arms are controlled through an IK constraint.

 

http://www.naughtymachinima.com/video/8583/blender-1

 

 

post-8713-0-56861600-1385295871_thumb.jpg

 

Cheers

Posted

hinge will just disable the bone from bones above it, but will not keep the constrains in place it will stretch it beyond it was meant to. best you can do, make the bone child of the bone from the other armature so when you move the male armature it will keep the hands on the place it on female armature or vice versa.

 

 

 

post-160974-0-47320200-1385296963_thumb.jpgpost-160974-0-61842700-1385296965_thumb.jpg

Contrains.7z

 

 

 

What i did here was making the pelvis and spine from female armature and made it child of left hand and right hand of male armature. so now when i move the male hands the female body will also move in conjunction with male armature.

 

I think this is only possible on older blender, but newer once have different option that fixes this part much better,

 

So if you want the male hand on female head, just put on the female head you animate normally use shift I and add child off and then point it to the armature and head bone of the female side.

 

use clear offset then set offset in the button window below in child of constrain window and it will now keep the hands in place.

 

 

 

The next step would be to lock the offender´s hand on the shoulder, which might be somewhat more difficult, since the shoulder is moving.

 

This will be fixed when you use child off too since if you put the male hands on female armature shoulder and make it a child off female shoulder the male hands will follow the female side just like when i pointed the female pelvis and spine to male hands.

 

btw the video is set to private so i cannot see what your trying to do.

Posted

If the hands are moving like that then i think something is wrong with your IK. if you made a correctly IK then it should already keep the hands to it's place as long you don't move the IK so if you put the ik hands on ground and animate different part of the body like pelvis and spine the Ik should keep the hands where it is to till you move the body too far away then the hands will follow the bones above it.

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