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Posted

To provide examples...

 

It should be doing this-- (ignore the addition of "NPC R Foot [Rft] [21]" under WeaponDagger[23], that's the dagger mesh I imported onto the skeleton to use as a placement reference and is not actually there in the saved female_skeleton.nif)

 

 

 

2w3ztdl.jpg

 

 

 

But instead, it is doing this --

 

 

 

24weste.jpg

 

 

 

Thoughts and advice would be greatly appreciated as I much, MUCH prefer to have the dagger on the calf/ankle as shown in the nifskope reference.

Posted

Could you expound on that a little please?  What do you mean the rotation is wrong/missing?  It's rotated perfectly fine when I open it in nifskope.

 

Ok I'm making a simple example.

You take the daedric dagger.

The dagger is at (0,0,0) because that is the object you take in your hand.

The scabard/sheath -> the thing that gets attached to your dagger sheath slot, has a translation and rotation included, you see that when you open the nif file -> Translation (-77.1886 , 54.2580 , 0,0150) and a Rotation[euler] (180 , 0 , 0), you have to add the needed stuff to counter that translation and rotation.

 

You can either calculate the needed rotations/translations or try it with trying^^

Posted

That's very odd.  I've done this three different times with three different skeletons, (XPMS 1.91, UNPB Redux skeleton, and the SoS Compatible DSpSoB skeleton) and never needed to translate/rotate any sheathes.  Suppose I'll give it a go and see what happens.  Admittedly the dagger I'm testing with is the custom dagger from JaySwords so I might give it a check with a vanilla dagger first.

 

Thanks for the info.  I'll let you know what's up.

Posted

Look at the XPMS back hip dagger positions they are also kind over the position the daggers end up to.

 

Swords/Swordsheats are always at (0,0,0) maybe they are attached to the sword slot don't know.

Posted

Yep, using the dagger nodes from the second link (thanks to Skulltyrant) fixed it completely, the node from the Skyrim Weapon Positioning mod is seemingly incompatible with XPMS/anything using TBBP.

  • 2 weeks later...
  • 2 weeks later...
Posted

So is there a way to fix the odd crushed butt on males with some of the anal animations? 

there's a few where it's like his butt sucks further up into body leaves the testicles and rest down where they belong. Looks quite odd.

Posted

Does this skeleton fix the lifted remaining position of breasts when using the infamus idle fondling breast animation along with hdt system and hdt havoc object?.Also this skeleton is standalone,right?i don't have to install on top of official xpms 1.92,do i?

Posted

So is there a way to fix the odd crushed butt on males with some of the anal animations?

there's a few where it's like his butt sucks further up into body leaves the testicles and rest down where they belong. Looks quite odd.

That is probably an issue with the animations because males don't have butt bones so the animation couldn't use butt bones to make that issue so it is probably with the tights or the pelvis and I can't do anything/much in there that is an issue for an animator.

 

 

Does this skeleton fix the lifted remaining position of breasts when using the infamus idle fondling breast animation along with hdt system and hdt havoc object?.Also this skeleton is standalone,right?i don't have to install on top of official xpms 1.92,do i?

Yep only the remaining lifting when the hands are above the breast is fixed and yeah standalone nothing else is needed.

 

 

 

My modified XPMS Pack (based on Liuli's XPMS Pack):

XPMS 1.92Xmas Edition for SexLab

XPMS 1.921 for SexLab

XPMS X.92 for SexLab

XPMS X.91 for SexLab

 

 

Sorry, tell me whats the difference between XMPS 1.92 and XPMS X.92?

That is writen in the changelog. Nexus 1.92 just had a fixed Bain installer compared to 1.91. So X.92 is the changed stuff in X.91 with the fixed Bain installer. X.921 is with the fixed LegSlider correction I did for fixing existing bugged characters (which I named wrong which will be corrected as 1.92X will be corrected to X.92X)

 

Posted

So the X.92 is better version of 1.92. ? For now I use version 1.92 Rough version from download section. Are there any difference between this version and  X.92 or 1.92X? I use HDT effects and one thinq I have noticed with 1.92X is that female breast looks little different to version 1.92 Rough. I do not even know what with version X.92, have not tested it yet. I have just wondered what means the difference 1.92 and X. 92. I tought it's some kind of XMPS 1.92 derivative and asked of it about any difference in models final look or animations differences. Are there any?

Posted

I do not like the word "better" here, mine is just an eXtended eXternal versions with features I liked to add to the skeleton, like the full Male ECE support, full ECE support etc. I renamed the version number so there are no confusions.

 

1.91 for Sexlab by Liuli, X.91, X.92 and X.921 by me are all based on the 1.91/1.92 version of xp32's skeleton, they will all look exactly the same. Liuli's and mine contain a fix for some SexLab animations. Just the supported features in ECE and 1stPerson are little bit more in my versions.

 

X.92X here is an exception

Backstory: there was a bug in XPMS 1.8/1.9Beta were the breast were shifted 10° up (old thread here: http://www.loverslab.com/topic/20027-outdated-xpms-modified-for-tbbp/) => resulting breast bone ankle of the too high skeleton was ~40° the fixed one had ~30°.

Story here: When I tested around with HDT Breast Collision and making the Weapon Sliders for ECE the PreBreast bone Translation looked odd to me so I calced the ankle and it was ~40° again so recalced the translation to get a ~30° ankle again. Tested it and it fixed my problem with the breast staying lifted up on the HDT animation for the breast collision.

So yeah the breast will be more saggy, but they will not ignore gravity^^. But yeah they will look different.

  • 2 weeks later...

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