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Advanced, highly customizable human race (WIP)


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  • 1 month later...
Posted
7 hours ago, assassin394 said:

Any news? Maybe I will finally redownload and finish Starfield when this mod release.

still actively working
will need to join his server to see latest changes

Posted (edited)
8 hours ago, Djlegends said:

still actively working
will need to join his server to see latest changes

I remember he said that a week after the new year, almost 3 months had already passed =/

Edited by Mark263
Posted (edited)
On 3/11/2025 at 4:49 PM, Djlegends said:

still actively working
will need to join his server to see latest changes

by server's u mean his discord? An if that's the case how can I join it ?

Edited by Zo966
Posted
On 1/22/2025 at 8:06 PM, drp23 said:

changes that I might make soon to the skeleton, depending on how some physics experiments go

Do you think vaginal and/or anal animation for Native Animation Framework is a possibility with this? I don't know how that would work but it was a big deal for me when Skyrim and Fallout 4 got body mods where a cock could actually enter a hole instead of just clipping inside the crotch area.

  • 3 weeks later...
  • 2 weeks later...
Posted
On 3/17/2025 at 10:48 PM, helgen_has_fallen said:

Do you think vaginal and/or anal animation for Native Animation Framework is a possibility with this? I don't know how that would work but it was a big deal for me when Skyrim and Fallout 4 got body mods where a cock could actually enter a hole instead of just clipping inside the crotch area.


100%.  I haven't gotten to any of this yet, but I know how to make that work with NAF's blendgraphs, and have every intention of doing so

  • 2 weeks later...
  • 5 months later...
  • 2 weeks later...
Posted

Not dead! 

I did take a little break from starfield for a while, which ended up lasting way longer than I intended, then for the last few months I've had a ton going on IRL and just didn't have any free time to work on things.  Also have been doing some work for UBE's upcoming 3.0 update (for skyrim), implementing some of the bone corrective stuff from starfield.  I've got a lot more time to dedicate to working on things now, so progress is picking back up.  Lots of changes, i'll post some updates + more info in the next few days.


 

  • 1 month later...
  • 2 months later...
Posted

Back at it. had a lot of life happening for a bit, but that seems to be winding down (no no, for real this time)

There are a few things I'm making (and some I'm looking for help on lol) on that are being worked on while working on the main project



1. General body/locomotion animation overhaul, convering most of the player's animations in the game

I've been working on sourcing (and in some cases making) these for a while... actually was in discord with the guys doing the blender anim tools so i have a pretty big head start on that.  Besides a few transition animations and some fiddling, there's not much left to do besides retargeting + converting everything to starfield.  I think.  This will almost certainly release well before the main project (and will work for whatever race/body mod)

2. (tentative) Facial expression/ idle animation overhaul

 

I can do a lot to make the facial expressions look waaaay better, but... what controls the player's face? Not like "what morphs make the angry expression", I mean like, the idle loop, the transitions between emotions, how to control them... that sort of thing.  If anyone's got any pointers there, it'd be super helpful

3. Lighting

I fucking loathe the lighting in this game.  At least on characters. No matter what I've tried putting in the skin material, SSS is basically emission, shadows either are extremely harsh or nonexistent, and outside of photomode it's tough to find *any* lighting that the character looks good in. I'm leaning towards a setup with a light rig and some fake lights that follow the camera (very subtle ofc, don't want it to look like studio lighting or anything). Don't have much experience with lighting, so feedback/advice/a partner is welcome here lol

Posted (edited)
On 12/1/2024 at 1:57 PM, drp23 said:

Realistic weight morphs are 1000% a priority, going as far as having some dimpling for cellulite.  Thats is actually part of how I aim to make the physics/movement look a lot more realistic:  Starfield supports normal (shading) morphs, the plan is to make some cellulite morphs, have some morphdriver BMOD records to drive those along with springbone BMODs for a slight jiggle to make character movement look extremely realistic.  It won't be like the jiggle from CBP, I want it to be extremely realistic, and it will be accompanied by some bone driven morphs for details. for example, when the character's leg moves backwards + it compresses the fat on the butt, you'll see dimpling on the skin and the leg's creases will actually fold into themselves.


Here's a proof of concept of the skin compression thing I was talking about.  Idk how to upload a video here, but basically the skin on the butt dimples only when the leg is moved backwards:
image.thumb.png.1b0b39b9eb0599ac18d661ce6342e3d9.pngimage.thumb.png.848cd696f3965add90a5c24927fe6385.png










I also did some other BMODs for details such as thisimage.thumb.png.c9418c24dc3305bb7ab4d8a08dddc94b.pngimage.thumb.png.ba87d5842ce9d4d17531b9bcb5bb4182.png
screenshots from blender bc i couldn't think of a way to pose like that ingame without SAM, but it does work. there's also one that fixes the transition between thigh + hip but I forgot to turn on the drivers for it when I took the screenshot. 

Similar bmods are planned for the collarbones, armpits, chest (to flex the pec muscle as the arm gets raised), stomach (add folds when bent forwards), spine (for the spinal discs protruding when its bent), and probably some other ones i'm forgetting.  I'd like to do some for the muscles flexing as well, but to avoid the character constantly flexing everything, i'd need a way to add morph keyframes to the anim graphs.  Which might be possible! But the way I'm thinking of doing that might require some hacky workarounds, or potentially even animation edits, and might not be worth the trouble.  

Edited by drp23
Posted (edited)

Oh yeah, I also bought houdini so I could do skeletal/muscle/tissue simulations. This is necessary because some of those detail bmods need to be morphs, and those will look awful if they're not made for a similarly shaped character.  (Yes, I could just have sculpted them, but this way is cooler.  Plus I just wanted houdini.) 

When you customize the character, blender will combine the outputs of those simulations based on the character's proportions/musculature/etc and bake those morphs to the character's morph.dat at export.  It sounds crazy, but its really not.

 

image.thumb.png.9d69fc4f40e413f07174fbdac707cd9c.png

image.thumb.png.fdf8eff1e5dc0ca919106942ff63c2dc.png

Edited by drp23

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