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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.

 

It was a bad example, because in this video I have already started to keep the hand in place by manually setting frames.

 

http://www.naughtymachinima.com/video/8585/blender2

 

Heres one without any changes to the IK_hand and the right hand bone. The entire arm is moving, as it is part of the upperbody. So, how can I have the hand sticking to the bed? Or a certain position, thats not moving? parenting doesn´t work, as the bed doesn´t move at all, so the hand isn´t affected.

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.

Didn´t work.

Well, after discovering the vertex groups, I got something...mainly terrible distortions when trying it on the hand bone, and no real progress when using the IK.

 

Perhaps you can take a look at my blend file, and find out whats going wrong...

 

 

 

@TDA: thanks for your input, unfortunately I´ve ran into so many problems when trying to animate with max that I´ll stick with Blender for now...

hand probs1.rar

Posted

As i figured something is not right with your rig.

You need to retry ik the on hands.

 

check this post for my older rig:

http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-15?do=findComment&comment=472009

then compare the constrains from the one in your blend file and change them accordingly.

 

you will see it will make it easier to keep the hands or feet in the same place.

hand probs1NotGood.7z

Posted

As i figured something is not right with your rig.

You need to retry ik the on hands.

 

check this post for my older rig:

http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-15?do=findComment&comment=472009

then compare the constrains from the one in your blend file and change them accordingly.

 

you will see it will make it easier to keep the hands or feet in the same place.

 

Thanks so far, I´ll look into it.

Btw, you mentioned there you might continue to work on this rig for Oblivion...Did you?  :angel:

 

 

Ah and I should mention that the rig I´m using was done by nusbie. I´ve never bothered to learn how to set up a rig, and without nusbie, I would´ve probably never animated anything.

Posted

No i am still waiting gregathit to finish both animation project like creatures and npc before starting to rig for oblivion. It is allot of work doing so i am waiting to do this in 1 go.

Posted

For all intents and purposes the Human animation overhaul is done.  I'll still add stuff that others make and I will finish the new animations I have been tinkering around with eventually.  I may even do additional ones from time to time as a special request for a modder but that pretty much is it.

 

As to the creatures overhaul....I'll have my desktop next Saturday and I'll restart the project then.  I am guessing it will take 4 months minimum and maybe as long as 6 max.  My first run through will be to update the meshes and the existing animations whilst adding new stuff to give each creature 3 or 4 total animations.  This will include my tweaks to the NT animations.  At the same time I'll be continuing to update the Idles Priority file and the creatures ini so that when it is all done it can be combined into one big package.  After that is done I'll probably take a few requests for creatures and humans and then call it quits.  

 

By summer I want to get back to working on making a 3rd BU armors pack that will be twice as large as the 1st two combined and will contain male broken armors as well.  As I am working on that I will probably create a tie in to distribute the armors to NPC's.  Not sure if I will use OOO as my platform for doing so or not.  I realize not everyone uses OOO so the 3rd BU armors pack will be standalone.  The distribution plugin will just be a bonus for my fellow OOO users.  We gots to stick together ya'll!   :P

Posted

 

 

 

@TDA: thanks for your input, unfortunately I´ve ran into so many problems when trying to animate with max that I´ll stick with Blender for now...

 

 

Guest ThatOne
Posted

I think it's time for one of those posts. Yeah, the kind of posts that make everyone want to hate the poster. The kind where one points out issues and provides somewhat-constructive criticism and suggests what could be done to make things better.

 

I should probably mention no offense is intended. It's just me ranting, providing images of the problems, and asking for a fix in a perhaps not quite diplomatic enough way (which I realize and apologize for in advance, though it's probably not going to improve your disposition towards me).

I might also need to mention I am currently intoxicated at the time of writing, which probably makes my writing more venomous than usual.

 

For today's topics I've two things in mind: the AP troll, and the current tongue (bones, mesh, texture).

 

So let's start with the troll. Here's how it's weight-paint looks:

 

The root bone:

post-125455-0-45824500-1385413634_thumb.jpg

 

The first bone:

post-125455-0-52357900-1385413629_thumb.jpg

 

Second bone:

post-125455-0-60349200-1385413630_thumb.jpg

 

Third bone:

post-125455-0-58351800-1385413631_thumb.jpg

 

Fourth bone:

post-125455-0-42604100-1385413632_thumb.jpg

 

Fifth bone:

post-125455-0-24769400-1385413633_thumb.jpg

 

 

Well, it's clear the fourth and fifth bones aren't going to work very well... But let's give it all a shot; in the next spoiler, I'll provide images of each bone rotated 30 degrees on the X-axis.

 

Root rotation:

post-125455-0-75329200-1385413635_thumb.jpg

 

First bone rotation:

post-125455-0-88939700-1385413610_thumb.jpg

 

Second bone rotation:

post-125455-0-51697100-1385413612_thumb.jpg

 

Third bone rotation:

post-125455-0-75556500-1385413613_thumb.jpg

 

Fourth bone rotation:

post-125455-0-05843200-1385413615_thumb.jpg

 

Fifth bone rotation:

post-125455-0-50348900-1385413616_thumb.jpg

 

 

Well, as you can see, this doesn't exactly work as needed. I'm going to guess the main cause of this is that the bones aren't near the vertexes, so the script attempting to weight-paint messed up. Or maybe wrong settings. I can't imagine this was hand-painted - for obvious reasons (and if you think me wrong, look at the weight paint of the fifth bone again).

 

So, what to do about it?

Either we redo the weight-paint, possibly by hand, or we edit the skeleton to change the bone positions so that a script can do it for us. I suppose that if Gerra6 used the script he could make it work, but then, I'm not Gerra6 and I have very little understanding of the script. I could learn, but I have another animation I owe you lot (the zombie one, in case anyone remembers) plus two more I want to make (a troll one, and another I will keep secret).

The balls should probably be included in the root bone to avoid mesh tearing, by the way.

 

Next up, the tongue:

I'll start with the texture. There isn't one. Yes, this isn't much of a complaint, nor does it provide and constructive criticism, but I honestly have nothing else to say. I'm terrible with textures, so it's an issue for me.

Next up, the model & bones. I'm not sure if the weight-painting is faulty, but the bones could definitely be better; the main issue as I see it is that the bones have a lot of SC(Scale?) bones between them, and the parenting is somewhat wonky. Again, the model deforms badly when each bone individually is rotated, but not quite at the level of the fifth bone on the troll model.

The tongue is still useable, but it's difficult to use it; in order to offset the above problems, one has to use location edits, which under normal circumstances I am against (unless it's breast bones). These make animating with the tongue mesh a lot longer, and produces less-than-desirable results.

 

Suggestion: redo the whole tongue bones system; even the simplest animations are very difficult to make as things stand now. The SC(Scale?) bones stuck everywhere makes selecting the bones you want difficult, the bone parenting is puzzling (they are not parented sequentially, like for example tail bones) and the whole thing feels clumsy.

 

Pictures to illustrate my point:

 

Here's some basic tongue animation with location data:

post-125455-0-58297800-1385414817_thumb.jpg

 

Here's the same tongue animation without location data. Notice that the rotation in it is minimal:

post-125455-0-54745200-1385414818_thumb.jpg

 

Not sold, are you? Well, let's try a slightly more "radical" example. This is just the last three bones on 10 degrees on the X-axis, and already you can see the mesh deform horridly:

post-125455-0-46012600-1385414819_thumb.jpg

 

 

I realize this will probably make you all like me a whole lot less. But I'm not entirely sure if that's an issue considering I released two animations, begged people to let me know if they work and still haven't got a single reply for either at the time of writing.

 

So, yeah, here's my petty little problems, and my suggestions for fixing them.

For those of you who actually read it all, thanks for your time.

 

TL;DR: Weight-paint on troll bad. Current tongue bones bad. Want fix so I can animate properly. Thank you.

Posted

Currently LPK or LAPF - whatever, is like the most boring porn movie with the same shitty talentless pornstars and their fake moaning. It's not all about dick'n'pussy, It's boring without facial experssions :(

Guest ThatOne
Posted

Parzysty,

Y'know, instead of complaining about facial expressions, you could ask how to add them yourself. Because - as was mentioned multiple times in various threads - they take almost no time, and definitely no actual programing knowledge. Animators could take the time and add the expression they think fits the animation - but their taste isn't yours. Their characters aren't yours (which is actually important due to the way facegen effects facial expressions) and they can't spend the time to tweak the facial expressions for everyone.

 

Here's all you need to know about facial expressions, condensed into a single page:

http://cs.elderscrolls.com/index.php/Facial_expressions_in_animations

 

After reading it just once, you should be good to edit facial animations to your heart's content. As to how you know if an animation is what you want, that's trial and error as far as I know. Blender doesn't actually have facial expressions in it, and neither does Nifskope. Max might, or it might not.

 

And, of course, if there's anything unclear or if you have any questions about facial animations, please do feel free to ask - whether here or in a PM - and many members (including myself) will be happy to help you.

 

TDA,

... If by "normal" you mean it becomes two dimensional when rotated on the X-axis, then yes I suppose it indeed does work. The last picture in my previous post shows just three bones at no more than ten degrees on the X-axis. It gets infinitely worse if more bones are used.

 

I'm not entirely sure how else I can say this:

Faulty base resources = more time per animation.

More time per animation = less motivation to animate.

Less motivation to animate = less animations.

Less animations = something I can only imagine would cause people to be upset.

 

Now, I could be wrong about my conclusion there, and if I am then all I ask is for someone to tell me that. That is all. A post saying "You are wrong". Because - believe me - as soon as I get one of those I'll just stop uploading my animations. Lord knows they take hours to make, and I'm not receiving too much gratitude, neither in "likes" nor comments - as my previous post stated, I'm still waiting on people to inform me if the last two animations I released work or not, which isn't too much to ask I feel.

 

Also, faulty base resources will cause everything done with them to require corrections when they themselves are corrected.

 

Now having said all that, can I please have models that deform properly?

Posted

There are facial codes in 90+ percent of the LAPF animations.  Granted they are not blow your skirt up deals but they are indeed there.

Posted

Parzysty,

Y'know, instead of complaining about facial expressions, you could ask how to add them yourself. Because - as was mentioned multiple times in various threads - they take almost no time, and definitely no actual programing knowledge. Animators could take the time and add the expression they think fits the animation - but their taste isn't yours. Their characters aren't yours (which is actually important due to the way facegen effects facial expressions) and they can't spend the time to tweak the facial expressions for everyone.

 

Here's all you need to know about facial expressions, condensed into a single page:

http://cs.elderscrolls.com/index.php/Facial_expressions_in_animations

 

After reading it just once, you should be good to edit facial animations to your heart's content. As to how you know if an animation is what you want, that's trial and error as far as I know. Blender doesn't actually have facial expressions in it, and neither does Nifskope. Max might, or it might not.

 

And, of course, if there's anything unclear or if you have any questions about facial animations, please do feel free to ask - whether here or in a PM - and many members (including myself) will be happy to help you.

 

TDA,

... If by "normal" you mean it becomes two dimensional when rotated on the X-axis, then yes I suppose it indeed does work. The last picture in my previous post shows just three bones at no more than ten degrees on the X-axis. It gets infinitely worse if more bones are used.

 

I'm not entirely sure how else I can say this:

Faulty base resources = more time per animation.

More time per animation = less motivation to animate.

Less motivation to animate = less animations.

Less animations = something I can only imagine would cause people to be upset.

 

Now, I could be wrong about my conclusion there, and if I am then all I ask is for someone to tell me that. That is all. A post saying "You are wrong". Because - believe me - as soon as I get one of those I'll just stop uploading my animations. Lord knows they take hours to make, and I'm not receiving too much gratitude, neither in "likes" nor comments - as my previous post stated, I'm still waiting on people to inform me if the last two animations I released work or not, which isn't too much to ask I feel.

 

Also, faulty base resources will cause everything done with them to require corrections when they themselves are corrected.

 

Now having said all that, can I please have models that deform properly?

 

I personally do animations in accordance with my taste,

with my (adapted) skeleton and meshes that are, and (adapted) LPK system.

 

.... We do not game developers - it's just a hobby.

Posted

I think it's time for one of those posts. Yeah, the kind of posts that make everyone want to hate the poster. The kind where one points out issues and provides somewhat-constructive criticism and suggests what could be done to make things better.

 

 

I don't really see your post as what you mentioned, at least you did not put it like this poster did:

http://www.loverslab.com/topic/23046-a-bad-light-on-loverslab/

 

your points where pretty vital since it effect any animator who makes animations using those meshes.

Real problem with weightpainting is most automated scripts will never fully replace weightpaint by hand. but as you mentioned about the troll bone 5 and bone 4 will actually move the meshes totally wrong witch also makes it so that you are unable to fully animate the bones 4 and 5. Since it will deform the mesh totally wrong.

 

I can't really say about the tongue since you did not show how the wieghtpaint was on that mesh.

Guest ThatOne
Posted

with my (adapted) skeleton and meshes that are, and (adapted) LPK system.

 

So let me get this straight, you have an adapted skeleton and mesh, and you are arguing with a guy who doesn't that his work properly?

I'm not sure what to say. I just don't know.

 

So, you know what? Forget about my complaint post. Forget all of it. The tongue and troll weight-painting is perfect, they don't need any kind of tweaking, everything is golden.

 

I am not about to change my policy on the animations I released in the past; those are still free to use, edit, redistribute with credit.

However, I do have the right to not release any more animations.

 

ThatOne out.

Posted

For all intents and purposes the Human animation overhaul is done.  I'll still add stuff that others make and I will finish the new animations I have been tinkering around with eventually.  I may even do additional ones from time to time as a special request for a modder but that pretty much is it.

 

As to the creatures overhaul....I'll have my desktop next Saturday and I'll restart the project then.  I am guessing it will take 4 months minimum and maybe as long as 6 max.  My first run through will be to update the meshes and the existing animations whilst adding new stuff to give each creature 3 or 4 total animations.  This will include my tweaks to the NT animations.  At the same time I'll be continuing to update the Idles Priority file and the creatures ini so that when it is all done it can be combined into one big package.  After that is done I'll probably take a few requests for creatures and humans and then call it quits.  

 

By summer I want to get back to working on making a 3rd BU armors pack that will be twice as large as the 1st two combined and will contain male broken armors as well.  As I am working on that I will probably create a tie in to distribute the armors to NPC's.  Not sure if I will use OOO as my platform for doing so or not.  I realize not everyone uses OOO so the 3rd BU armors pack will be standalone.  The distribution plugin will just be a bonus for my fellow OOO users.  We gots to stick together ya'll!   :P

 

I was trying to postpone this as much as possible.. :P

Rigging something from the ground up is really tediues and extremely time consuming. Not something you want to do all the time after new vegas i got a bit tired of it. so i could play skyrim in the mean time.

 

I may still do it for oblivion but i will be waiting till all meshes for creatures are finished before i start again. :D

Posted

The forth and fifth weights of the penis obviously look wrong. Are they by an automated script by Gerra? Then probably some bug. Looks hell easy to fix.

Posted

Next up, the tongue:

I'll start with the texture. There isn't one. Yes, this isn't much of a complaint, nor does it provide and constructive criticism, but I honestly have nothing else to say. I'm terrible with textures, so it's an issue for me.

Next up, the model & bones. I'm not sure if the weight-painting is faulty, but the bones could definitely be better; the main issue as I see it is that the bones have a lot of SC(Scale?) bones between them, and the parenting is somewhat wonky. Again, the model deforms badly when each bone individually is rotated, but not quite at the level of the fifth bone on the troll model.

The tongue is still useable, but it's difficult to use it; in order to offset the above problems, one has to use location edits, which under normal circumstances I am against (unless it's breast bones). These make animating with the tongue mesh a lot longer, and produces less-than-desirable results.

 

Suggestion: redo the whole tongue bones system; even the simplest animations are very difficult to make as things stand now. The SC(Scale?) bones stuck everywhere makes selecting the bones you want difficult, the bone parenting is puzzling (they are not parented sequentially, like for example tail bones) and the whole thing feels clumsy.

TL;DR: Weight-paint on troll bad. Current tongue bones bad. Want fix so I can animate properly. Thank you.

The tongue bones were added at the request of TDA, to TDA's specifications.  TDA was happy with them, but they could probably use some work. Next time you run into an issue with me or my work, why not just send me a PM and we'll see what we can figure out.  (Hint, angry disparaging public rants tend to reduce my helpfulness).

 

As far as the weight painting on the tongue is concerned, you are certainly welcome to paint it yourself if you think you can do better. I am of the opinion that it is as good as can possibly be achieved given the bizarre face geometry of the underlying mesh (take a look at the vertex distribution and then look at the weightpainting). For the texture, I personally don't actually have them, just the mesh.

 

A word of advice...in this and your subsequent post you appear somewhat angry. For some reason, a fair chunk of that anger appears to be directed either at me or my work. I honestly don't understand why you didn't simply send me a PM about the mesh or the skeleton, but instead had your little rant. Next time, just send me a message. I would have been happy to help, but there is not much anyone can do about a rant after the fact.

Posted

What I see going on now in this thread, as I have in the past, is reactions to language barriers as not everyone is a native English speaker nor writer. Y'all need to take a chill pill and come back to it when you are chilled out. Stop taking what is being posted here as what is trying to be communicated here as a literal and more of a

 

'This is the best that member can use English and post their specific thoughts at the moment.'

 

Also, before reticuling anything on this site, I suggest you think about how you would like someone to review your MOD or work. Also keep in mind ALL MODs are 100% volunteer work, so if you'd like to see more in the future

 

Choose your words very carefully by thinking through what you post! It can and will be misinterpreted if you are not explicit and precise.

 

My 2cents worth after USA and VAT taxes.

Posted

@Everyone

 

Agreed with varenne. IMO anything short of direct insults, should be given the benefit of the doubt as honest criticism, aimed at improving the quality of whatever is being discussed, even if it is a bit "frank". I know I've been a bit blunt at times, mostly because I hate beating around the bush, and hate having to stroke someones ego first before giving my honest opinion just so they won't get pissed off and throw a tantrum. There may also be a language barrier at work here like varenne said.

Guest ThatOne
Posted

Y'know, I could be a jerk and not reply, as my last post here said 'ThatOne out', but I'm in a good mood after a game of DotA2.

Besides, you have a point that perhaps I shouldn't so lightly dismiss; the language barrier could very well be the source of the argument.

 

So, in an effort to understand I'll ask you to translate this sentence for me, in a cohesive way that's not provocative or offensive in the context of the argument on the last page:

 


with my (adapted) skeleton and meshes that are, and (adapted) LPK system.

 

If you could manage that, then:

1. I will have to wonder what dark magic you're using.

2. Depending on the meaning of the translation you provide, I might reconsider my decision to stop releasing my works.

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