faenthir69 Posted July 15, 2022 Posted July 15, 2022 Hey I've been trying to do something similar but with mounts and chaurus instead! Couldn't figure out how to preserve anims for both creatures. Tell me your secrets! I'd love to work on this! 2
duzellx Posted July 16, 2022 Author Posted July 16, 2022 21 hours ago, faenthir69 said: Hey I've been trying to do something similar but with mounts and chaurus instead! Couldn't figure out how to preserve anims for both creatures. Tell me your secrets! I'd love to work on this! animations so far we are at a hard rocky pass currently we are using a modified skeleton of the centaur race and adapting it to the new body , youd have to re-rig for that and then tether animations to it if i understand it correctly
faenthir69 Posted July 16, 2022 Posted July 16, 2022 (edited) On 7/16/2022 at 6:49 PM, duzellx said: animations so far we are at a hard rocky pass currently we are using a modified skeleton of the centaur race and adapting it to the new body , youd have to re-rig for that and then tether animations to it if i understand it correctly I made an attempt at repositioning the rig to fit a chaurus in Blender with niftools but now I have no idea how to weight it or export it, usually do that in outfitstudio. Not super experienced with blender but my import doesn't recognize them as actual bones so I don't know if applying weights there is even possible. I noticed a few of the bones get renamed 'capsule.000' etc when imported into blender too. Any idea how to avoid that? Are you guys doing this another way? Nevermind I think I figured it out, mashed it with a chaurus skele in nifkope. Lines up pretty good in the CK except for the head... The only bone I moved around was Horse_COM to get the chaurus skele in the right place as its pelvis bone transforms were being weird for me. Moving Horse_COM does seem to move the head around but they don't appear to be linked at all in nifskope as far as I can tell. Yall run into anything like this? Edited July 17, 2022 by faenthir69 1
duzellx Posted July 19, 2022 Author Posted July 19, 2022 On 7/16/2022 at 4:52 PM, faenthir69 said: I made an attempt at repositioning the rig to fit a chaurus in Blender with niftools but now I have no idea how to weight it or export it, usually do that in outfitstudio. Not super experienced with blender but my import doesn't recognize them as actual bones so I don't know if applying weights there is even possible. I noticed a few of the bones get renamed 'capsule.000' etc when imported into blender too. Any idea how to avoid that? Are you guys doing this another way? Nevermind I think I figured it out, mashed it with a chaurus skele in nifkope. Lines up pretty good in the CK except for the head... The only bone I moved around was Horse_COM to get the chaurus skele in the right place as its pelvis bone transforms were being weird for me. Moving Horse_COM does seem to move the head around but they don't appear to be linked at all in nifskope as far as I can tell. Yall run into anything like this? currently we were experimenting with different rigs and bodies and trying to tie animations that preexisted, , i recall we had to remove residual lower half human parts in nifscope but dont recall issues with the head 1
faenthir69 Posted July 20, 2022 Posted July 20, 2022 On 7/19/2022 at 4:52 AM, duzellx said: currently we were experimenting with different rigs and bodies and trying to tie animations that preexisted, , i recall we had to remove residual lower half human parts in nifscope but dont recall issues with the head Turns out it was the head bone for the chaurus sharing a name with the human one causing the problem, deleted it since it was unneeded and problem solved. Oooh didn't know if pre-existing anims could work, what's been your process on tying those? Jumping between so many tutorials I have no idea which are actually helpful in this case lol. Can't work out how the skeleton.hkx is created from the new skeleton nif either. Did you guys manage that?
duzellx Posted July 21, 2022 Author Posted July 21, 2022 23 hours ago, faenthir69 said: Turns out it was the head bone for the chaurus sharing a name with the human one causing the problem, deleted it since it was unneeded and problem solved. Oooh didn't know if pre-existing anims could work, what's been your process on tying those? Jumping between so many tutorials I have no idea which are actually helpful in this case lol. Can't work out how the skeleton.hkx is created from the new skeleton nif either. Did you guys manage that? sadly i have no animation experience and its been themaggot doing the heavy lifting on redoing the bones and trying to apply animations and further retool the skeleton so i dont know what they are using specifically, i know ive supplied and checked against some mesh to animation that seemed viable but maggots been busy on other projects
duzellx Posted July 21, 2022 Author Posted July 21, 2022 23 hours ago, faenthir69 said: Turns out it was the head bone for the chaurus sharing a name with the human one causing the problem, deleted it since it was unneeded and problem solved. Oooh didn't know if pre-existing anims could work, what's been your process on tying those? Jumping between so many tutorials I have no idea which are actually helpful in this case lol. Can't work out how the skeleton.hkx is created from the new skeleton nif either. Did you guys manage that? here is the current WIP that was last worked on, i know maggot has a more developed version but i never got it sadly, if youd like to play with it here it is as Im hoping this grows to a community project, as i myself dont have the knowhow beyond debug,test and fixes that i can offer initially the skeletons issues dropped torso down but with racemenu and some nif tweaks i recalled i fixed that , not sure if this version ahs the fixes and minor animations applied prior with fixes the leg residuales were removed on maggots version we were trying to look at Liants setup to see if we could adapt it to this better Arachne Race WIP.rar 1
That_Maggot Posted July 21, 2022 Posted July 21, 2022 (edited) 2 hours ago, duzellx said: here is the current WIP that was last worked on, i know maggot has a more developed version but i never got it sadly, if youd like to play with it here it is as Im hoping this grows to a community project, as i myself dont have the knowhow beyond debug,test and fixes that i can offer initially the skeletons issues dropped torso down but with racemenu and some nif tweaks i recalled i fixed that , not sure if this version ahs the fixes and minor animations applied prior with fixes the leg residuales were removed on maggots version we were trying to look at Liants setup to see if we could adapt it to this better Arachne Race WIP.rar 2.86 MB · 0 downloads Sorry to disappoint everybody especially you Duzellx, but i don't have a newer version of the Arachne race yet. I been doing other mods... and also i been struggling to rig the human with the spider because I'm testing the Female Creatures Reworked plus the liant to see if i can combine both and then add a skeleton to it but I'm just crashing the game. Still, I haven't give up just need to understand more about meshes with skeleton i have only done the later and the race is still static in movement but that chaurus race you added animation to it right? @faenthir69 Edited July 21, 2022 by That_Maggot 1
faenthir69 Posted July 22, 2022 Posted July 22, 2022 20 hours ago, That_Maggot said: Sorry to disappoint everybody especially you Duzellx, but i don't have a newer version of the Arachne race yet. I been doing other mods... and also i been struggling to rig the human with the spider because I'm testing the Female Creatures Reworked plus the liant to see if i can combine both and then add a skeleton to it but I'm just crashing the game. Still, I haven't give up just need to understand more about meshes with skeleton i have only done the later and the race is still static in movement but that chaurus race you added animation to it right? @faenthir69 Sadly no, my old chaurus build is running as a mount and just uses the horse riding animations. I made some custom ones for the human half but couldn't figure out how to only apply them when using that specific mount as it changed it for horses too that was all done a while ago so I gotta remember all the animation stuff again. Looking at the files in the wip I'm kinda at the same stage with my chaurus race build minus the CK headpart stuff as mine is using the centaur assets while I test. That and the skeleton.hkx behaviour graph thing. Not really sure how to export the nif to xml and then to hkx and have it formatted correctly. I think I have all the software required I'm just struggling with hkxcmd at the moment.
faenthir69 Posted July 25, 2022 Posted July 25, 2022 News! Good and bad! I've been digging around trying to find a way to get the skeleton.hkx prepped. I looked at the wip you posted and noticed yours is a rename of the centaurs right now. I tried manually editing the centaur one, converting so many xmls and throwing the new bones in but I got halfway through and all the numbers kicked my ass >.>''. BUT. There is another way. I joined the Arcane University discord for more info. A shred of hope! That's the good news. Here's the bad news. We might have to wait a while unfortunately unless there's a guide out there I'm just not finding. 3
duzellx Posted July 26, 2022 Author Posted July 26, 2022 On 7/21/2022 at 1:48 PM, That_Maggot said: Sorry to disappoint everybody especially you Duzellx, but i don't have a newer version of the Arachne race yet. I been doing other mods... and also i been struggling to rig the human with the spider because I'm testing the Female Creatures Reworked plus the liant to see if i can combine both and then add a skeleton to it but I'm just crashing the game. Still, I haven't give up just need to understand more about meshes with skeleton i have only done the later and the race is still static in movement but that chaurus race you added animation to it right? @faenthir69 im not disappointed , you took this beyond were i could maggot xD all i get are issues every time i try tweaking it and game crashes myself . also, that looks pretty neat, have to see if spider textures will apply on that lower mesh
duzellx Posted July 26, 2022 Author Posted July 26, 2022 17 hours ago, faenthir69 said: News! Good and bad! I've been digging around trying to find a way to get the skeleton.hkx prepped. I looked at the wip you posted and noticed yours is a rename of the centaurs right now. I tried manually editing the centaur one, converting so many xmls and throwing the new bones in but I got halfway through and all the numbers kicked my ass >.>''. BUT. There is another way. I joined the Arcane University discord for more info. A shred of hope! That's the good news. Here's the bad news. We might have to wait a while unfortunately unless there's a guide out there I'm just not finding. neat the centaur race was an adaption of an older aplha mod oldrim side, that i was granted permissions to work on , maggot helped fix the final issues id been struggling with for a while xD so in this case we are using a oldrim -> skryime (se/ae) adapted setup to further re rig and adapt , if a generic setup rigging could be easily applied , others would have done it sadly, this just grants the most plausible possibility of working was my hope xD its not like oblivion which had spider centaur daedras that we could have piggybacked on 1
Bystander01 Posted August 28, 2022 Posted August 28, 2022 On 7/21/2022 at 8:48 PM, duzellx said: here is the current WIP that was last worked on, i know maggot has a more developed version but i never got it sadly, if youd like to play with it here it is as Im hoping this grows to a community project, as i myself dont have the knowhow beyond debug,test and fixes that i can offer initially the skeletons issues dropped torso down but with racemenu and some nif tweaks i recalled i fixed that , not sure if this version ahs the fixes and minor animations applied prior with fixes the leg residuales were removed on maggots version we were trying to look at Liants setup to see if we could adapt it to this better Arachne Race WIP.rar 2.86 MB · 16 downloads Hi, i'm interested in this project, as i've been looking into how to make "new skeletons" for the game. I'm currently trying to find informations on how to make a new skeleton.hkx file for a customised skeleton. 1
duzellx Posted September 1, 2022 Author Posted September 1, 2022 On 8/28/2022 at 2:19 PM, Bystander01 said: Hi, i'm interested in this project, as i've been looking into how to make "new skeletons" for the game. I'm currently trying to find informations on how to make a new skeleton.hkx file for a customised skeleton. well this one is available and free to use , problem is it needs animation custom re-rigged , we are using the ones from my centaur race mod thats here + nexus
duzellx Posted November 9, 2022 Author Posted November 9, 2022 https://www.nexusmods.com/skyrimspecialedition/mods/78432 some interesting resources
Nattly673 Posted June 23, 2023 Posted June 23, 2023 On 11/9/2022 at 8:17 PM, duzellx said: https://www.nexusmods.com/skyrimspecialedition/mods/78432 some interesting resources dont suppose there has been any update to this, it looks awsome ?
duzellx Posted July 2, 2023 Author Posted July 2, 2023 On 6/23/2023 at 4:00 PM, Nattly673 said: dont suppose there has been any update to this, it looks awsome ? no updates sadly
Blu1911 Posted September 21, 2023 Posted September 21, 2023 hopefully this helps. Found this while looking around for anything spider race based maybe one of us will be able to get ahold of her for the files 2
BingusKing Posted November 11, 2023 Posted November 11, 2023 Female Monsters Of Skyrim (F.M.S.) (WIP) Female Monsters Of Skyrim (F.M.S.) (WIP) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Inhuman-Immortal Posted February 3, 2024 Posted February 3, 2024 On 1/23/2022 at 3:32 PM, Rex Dark said: Could be interesting, and even somewhat lore friendly too, since Spider Daedra are a thing. And for some reason, the first thing I thought of was doing a Kumo Desu Ga playthrough, though that would probably need some other mods. looking at the model reminds me of the Dark Souls boss, can't remember the name cause its hard pronounce but that boss had a similar design, part lava spitting Spider and upper half a beautiful woman that everyone tries to view. *Come Comrades let us journey into battl----e* (His friends looking at her with binoculars) Are you F-ing kidding me?!
valkyric Posted December 26, 2024 Posted December 26, 2024 Little bit of a necro but might reach more people: this mod's arachne has a moving upper body / custom skeleton
Bystander01 Posted December 28, 2024 Posted December 28, 2024 On 12/27/2024 at 12:33 AM, valkyric said: Little bit of a necro but might reach more people: this mod's arachne has a moving upper body / custom skeleton It's just a reskinned spider skeleton, nothing added to properly support human animations or anything like that. Not that it's bad.
duzellx Posted December 31, 2024 Author Posted December 31, 2024 On 12/26/2024 at 3:33 PM, valkyric said: Little bit of a necro but might reach more people: this mod's arachne has a moving upper body / custom skeleton On 12/28/2024 at 10:24 AM, Bystander01 said: It's just a reskinned spider skeleton, nothing added to properly support human animations or anything like that. Not that it's bad. basicly the same thing that occurred iirc with divided by the nines follower (shame they pulled the se followers and didnt let me send the fixed ports)
duzellx Posted December 31, 2024 Author Posted December 31, 2024 (edited) Liant -Mae--8k SE v2.7z as it seems DBT9s has removed Liant Mod here is a SE ported version I derived for reference LE version https://www.nexusmods.com/skyrim/mods/83923 Edited December 31, 2024 by duzellx 3
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