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Creating new skeleton for creature


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Posted (edited)

How to generate a skeleton with all the necessary controllers???

 

I converted a giant from Skyrim and some animation. But my skeleton is almost original and does not contain controllers (such as blending, bone priority indicators and interpolators).

Because of this, the game cannot properly adjust the animation speed on the main bone (movement animation), and also Havok doesn't know what to do if the actor dies and the game crashes.

 

Although the animation works fine in the game (if remove the interpolator from the main bone), but then there is no movement of the actor in the world...

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

It takes a very long time to manually copy all these things - there are more than 100 bones. Are there any scripts for Blender or 3dsMax that do it all right?

Edited by TDA
Posted
On 8/10/2022 at 5:38 PM, TDA said:

Really on the forum there is no one familiar with vector algebra ???

 

I found only such an explanation - http://niftools.sourceforge.net/wiki/Oblivion/Oblivion_Bhk_Constraints

 

and now my creation does not fall apart when it dies, but it always falls on one side - Probably my limiters are set incorrectly. I don't understand how to change the constraint matrices of the skeleton...

Изготовление рэгдоллов Havok в блендере - Nexus Mods Wiki

Posted

who knows how the animations [FASTforward[ and [forward[ are related?

 

The fact is that their speed somehow depends on one another, if you take the same animations and rename them to these, then the speed of one will be 4 times less than the other, if the total time for each is 1 second. I do not understand this connection, what is the matter and why did the developers do this?

 

Maybe there should be a strict FPS on the number of keys? Or a strict distance in one second? There is some kind of connection that adjusts the speed both in the forward and in the reverse direction, i.e. the speeds of these animations are mutually related, but I don't understand how to finally get the timing and distance of the actor to be correct for the finished animation.

  • 2 weeks later...
Posted
On 8/9/2022 at 5:59 AM, TDA said:

How to generate a skeleton with all the necessary controllers???

 

I converted a giant from Skyrim and some animation. But my skeleton is almost original and does not contain controllers (such as blending, bone priority indicators and interpolators).

Because of this, the game cannot properly adjust the animation speed on the main bone (movement animation), and also Havok doesn't know what to do if the actor dies and the game crashes.

 

Although the animation works fine in the game (if remove the interpolator from the main bone), but then there is no movement of the actor in the world...

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

It takes a very long time to manually copy all these things - there are more than 100 bones. Are there any scripts for Blender or 3dsMax that do it all right?

trying to do that for the furry draugr from the mod "Yiffy age of Skyrim"

Posted
39 minutes ago, AwesomeChan15 said:

I wonder if someone can do is for me

What to do? Transfer model and animation?

This is quite difficult, since almost all of it needs to be corrected, as well as collecting a ragdoll for a skeleton from Skyrim from scratch - this can only be done in Blender 249b (with a normal result)

As I already wrote, there is a big problem with the forward and fastforward animations in combat mode for Oblivion - they need to be adjusted to the initial stance for almost all combat animations, as far as I understand.

 

If there are questions about this, I will try to answer, but I will not do it myself.

Posted
2 hours ago, TDA said:

What to do? Transfer model and animation?

This is quite difficult, since almost all of it needs to be corrected, as well as collecting a ragdoll for a skeleton from Skyrim from scratch - this can only be done in Blender 249b (with a normal result)

As I already wrote, there is a big problem with the forward and fastforward animations in combat mode for Oblivion - they need to be adjusted to the initial stance for almost all combat animations, as far as I understand.

 

If there are questions about this, I will try to answer, but I will not do it myself.

there was another modderr: https://www.loverslab.com/profile/70092-sunhawken/ who manage to port the draugr into oblivion, but no reply yet

Posted
On 8/31/2022 at 5:12 PM, AwesomeChan15 said:

there was another modderr: https://www.loverslab.com/profile/70092-sunhawken/ who manage to port the draugr into oblivion, but no reply yet

SO I did the following from 


But I ran into a problem in step 5: 1. "Press the "Parent selected armatures" button"  2. ran into the error "You must select exactly one armature in 'Import Geometry Only + Parent To Selected Armature' mode." 
gonna give you the blender file and the .nif files I used

I know you do not want to do it, but can you please?
And you can port the file here to me so I can help you with the animation problem for your giants

 


 

untitled.blend1.blend1.blend untitled.blend1.blend1.blend2.blend untitled.blend1.blend export(seeifwork).nif draugrmale_nakedvan(nonode)wrk.nif skeleton.nif draugr.nif

Posted

I don't use Blender for animation and skinning - I don't understand anything about it, in Blender I only made a skeleton ragdoll (I set the constraints and their degrees of freedom).

 

I did all the main work in 3dsMax 2016 - because - it correctly exports and imports animation of motion and correctly handles the bone - NonAccumulator.

 

-No need to copy skins from one mesh to another (Skyrim - > Oblivion)  how i dis

 

1/ Import skeleton.nif (Skyrim format)

2/ Import meshes (...nif) (Skyrim format)

1.jpg

 

3. Port Animation (hkxcmd  tool - .hkx to .kf)

 

bat file:

 

hkxcmd exportkf "Gskeleton.hkx" "%CD%\AmimationSource" ""%CD%\OutKF"

pause

 

(Gskeleton.hkx - Giant skeleton)

 

4. Import any Animation you need, edit it AND RENAME bones  - NPC Root [Root] to Bip01, NPC COM [COM ] to Bip01 NonAccum , make notetrack (start, end)

2.jpg

 

5. Export animation. But all motion animations do not have motion in the XY plane (Skyrim engine features, you need to calculate it (movement and frames YOURSELF) ) - this is a mystery to me - her feedback formula with a constant step and run

Posted
On 9/2/2022 at 1:33 PM, TDA said:

I did all the main work in 3dsMax 2016 - because - it correctly exports and imports animation of motion and correctly handles the bone - NonAccumulator.

Oh no,
That I must buy, but have no money for it

Posted
1 hour ago, AwesomeChan15 said:

Oh no,
That I must buy, but have no money for it

Yes, everyone who makes animation and models here has bought commercial Adobe products. 

Moreover, at prices for commercial organizations/

 

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