Cavalorn13 Posted February 4, 2022 Posted February 4, 2022 Hey folks, I'm working on animations for Skyrim for 2 years and I really got tired of using old rigs from someone else. I learned how to add my own controllers to rigs in 3ds max and to make my own stuff, but one thing always gets me...how the hell do I get the right order of bones in .txt file which is needed for export? I look on XPMS 1.6c rig.txt file and then I look on 3ds max work file attached to it...and I cant see any pattern. None of it makes any sense to me. I imported my updated newest male skeleton from Schlongs of Skyrim and then I renamed that skeleton (outside of 3ds max) from .nif to .txt which made the file readable. I removed all the bullshit between the bone names and the order of it made sense. NPC Root at top and NPC COM under it and so on. When exporting animation from 3ds max there is 0 errors, yet ingame the male is distorted af. I even tried the anton tools skeleton exporter...same. Anyone wiser than me to help please? @factoryclose can you help me please? I cant DM you.
Cavalorn13 Posted February 6, 2022 Author Posted February 6, 2022 17 hours ago, factoryclose said: If you haven't read this, look over it. Thanks. Not sure what should I take from it though...Just to drop everything I'm trying because its useless? I only want Schlongs of Skyrim to be animatable in 3ds max and cant find any advanced rig for male on this site.
factoryclose Posted February 7, 2022 Posted February 7, 2022 20 hours ago, Cavalorn13 said: Thanks. Not sure what should I take from it though...Just to drop everything I'm trying because its useless? I only want Schlongs of Skyrim to be animatable in 3ds max and cant find any advanced rig for male on this site. You can't do that. I've been thinking about it for a long time but since the first project(SOS) didn't get off on the right foot, all things got screwed up. He should not have relied on script. But the milk already was spilt, I am afraid there's nothing we can do about it. If you are desperate about moving the schlong bones, you have to edit from skeleton.hkx to every animation animators created so far and inform the author of FNIS of the change you made. But after all Fore got retired.
Funnybizness Posted March 18, 2022 Posted March 18, 2022 Damn. Well that answers my question. Back to using the same rig then. =(
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