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Pornphile's 3ds max rigs with FK legs


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Posted (edited)

Pornphile's 3ds max rigs with FK legs

View File

Hi, I don't know if there is any existing animating rigs that already have FK legs or if anyone needs a rig with FK legs, I'll just make one regardless......

 

Modified the rigs from Pornphile's 3ds max rigs.

 

-Works only with 3DS MAX 2012 to 3DS MAX 2015.

 

-You can switch between IK or FK and snap IK to FK and vice versa

 

-For anyone that didn't know about this, you can import your own female body mesh to the F_rig instead of using mine. Make sure to import a non-physics body mesh

(@Billyythank you so much for telling me this feature.)

 

I tested with very simple animations and it seems to work... Please let me know if there are any problems you encounter.

 

If you have used Pornphile's rig before, the IK/FK legs works just like the IK/FK Arms.

 

If you are interested in animating, make sure to check out @SirNibbles's animation guide 

 

 


  • Submitter
  • Submitted
    12/08/2024
  • Category
  • Requirements
    3DS MAX 2012 to 3DS MAX 2015
  • Special Edition Compatible
    Not Applicable

 

Edited by BREADPIG
Posted

Just to be straight. These modifications will make it possible to rotate ankle and thighs/knee?

 

I have worked with animations for 6 years. But I am not an expert on the technical terms.

 

 

It it not a controller that allows us to use individual toe anims like with fingers?

Posted (edited)

@NCK30 Yes, the controllers allow you to rotate the ankle, thigh, knee and toes individually. You can select the controllers and adjust instead of using a menu to adjust the leg parts.

 

Here are some pictures below if my explanation on top is not good enough.

 

Spoiler

image.jpeg.672268ccc8b25dec775dc26bbf9811f9.jpegimage.jpeg.0cf9dd0b12fd977fbb845f663548527e.jpegimage.jpeg.08a77cb70b9f9e60200e3780a1e6c59d.jpeg

 

image.jpeg.954bffebaffa83c861852b48f32a4935.jpeg

 

As you can see, you can move the individual parts of the leg with the controllers and it only affects the part of the leg.

 

Edited by BREADPIG
Posted

Exciting. Might use this for my animations as I use PornPhile's rig.

 

Just have to consider the possibilities that this introduces.

 

 

For instance it could perhaps fix the dreaded fused knee/thigh issue in LE.

 

That was fixed in SE with a mod. 

Posted (edited)

@NCK30Wow, i definitely noticed the knee looking weird when bending but didn't really think that was an issue until you mentioned it......also didn't know there is a fix for this....gonna use that now for sure :) 

 

Well, all i did was add in a feature into the rig, didn't edit anything else from rig at all...So i am pretty sure it won't fix the fused knee/thigh issue you are talking about.

 

 

 

Edited by BREADPIG
Posted

Interesting. Two 6 days ago I did a test ‘pose’ on my knees to test my setup, but I was quickly annoyed by the fact that I couldn't individually change the position of the lower limbs.... until I accidentally moved the marker from my feet -,- A bit strange, but this would help a lot ❤️ Need to test this in action.

Posted (edited)

@NCK30The mod provides a script to fix the knee bend issue in-game. However, the real cause of the knee bending issue is the animation rig. 

 

You can see the creator of the mod (https://www.nexusmods.com/skyrimspecialedition/mods/61479) explaining the bending issue in the comments and what is causing it. 

 

If i'm not wrong, seems like it is not possible to find a suitable solution for the problem

 

And btw, the mod author is also the creator of 3BA, so i am pretty sure the mod author knows all about mesh related stuff.

 

Therefore, I think the mod is the only solution to this knee bending issue, which is already solved? 

Edited by BREADPIG
Posted (edited)

Yeah. I kept this mod for the day I would mod SE. He adjusted the skeleton to compensate. 

 

The shoulder issue is much less irritating in SE compared to LE. No more paper thin shoulders.

 

High Poly bodies like BHUNP and 3BA has the poly and weighting that fixes some of my stretched arms/clavicle sets.

 

As an example my most recent Missionary set where it fixed stage 3 completely.

 

 

just have to adjust allignment a bit with this mod to compensate. But cowgirl/doggy animations are so much better with this mod.

 

Edited by NCK30
Posted
56 minutes ago, killer905 said:

I try for test your file but if i try save animations in XML i get this error:

wUVspe0.png

 

You did split the actors into 2 files right?

 

You need a 3DSMAX file for Male and Female. You cannot export with both actors at once.

 

 

Assuming that this is a paired animation.

Posted
1 hour ago, NCK30 said:

 

You did split the actors into 2 files right?

 

You need a 3DSMAX file for Male and Female. You cannot export with both actors at once.

 

 

Assuming that this is a paired animation.

Emm, i use "Pornphile's Rig_F with FK Legs" so only female char have. Also layers say so.

Posted (edited)
3 hours ago, killer905 said:

Yes and HavokPcXsContentTools_X64_2011-3-1_20120402

 

That is the version that I use. So that should not be the issue.

 

I just don't understand that You get this error, if You only have one actor.

 

 

This is my export settings.

 

 

First pic is "Manage Layers". You need to have the same things as me.

 

Bones_F

Controllers_F

Helpers

Mesh_Body_F

NPC Head_FK Bones

NPC Head_IK Bones

NPC L Arm_FK Bones

NPC L Arm_IK Bones

NPC R Arm_FK Bones

NPC R Arm_IK Bones

 

 

Second/Third pic = Choose the skeleton txt file. Click and navigate to your XPMS RIG 1.6c Full Bone.txt file.

 

It was included with Pornphile's rig. Should be here as well. Click 3 dots at "From file" and navigate to the txt file. Else it can't find the bones.

 

 

Fourth/Fifth pic = Choose where to save the xml file. REMEMBER that You need to have max files in one folder. And exported xml files in another folder.

 

Otherwise it will produce export errors. Click the 3 dots at "Filename" to navigate to the save folder.

 

 

Sixth/Seventh/Eighth pic = Notice that I have my max files in D:\NCK\Programs\Animation Tools

 

I have my export files in D:\Programmer\hkxcmd

 

image.png.e4143e6bf387b204e44968ebf0d4750a.png

 

image.png.8d9f03fd9036021ce0cab91455e08651.png

 

image.png.f7be5099f4f93d82e62659f6016748aa.png

 

image.png.e7b793f29c158103ce53a0b417c6098f.png

 

image.png.e827cf629cfd5decda7a84a3b2771de3.png

 

image.png.165d4279fdae29cd4de81f51d025975e.png

 

image.png.c014f976d78c1372317ef68802bb46c0.png

 

image.png.d40efd2f3faff27bae48aa4a0d588725.png

Edited by NCK30
Posted
4 hours ago, NCK30 said:

 

That is the version that I use. So that should not be the issue.

 

I just don't understand that You get this error, if You only have one actor.

 

 

This is my export settings.

 

 

First pic is "Manage Layers". You need to have the same things as me.

 

Bones_F

Controllers_F

Helpers

Mesh_Body_F

NPC Head_FK Bones

NPC Head_IK Bones

NPC L Arm_FK Bones

NPC L Arm_IK Bones

NPC R Arm_FK Bones

NPC R Arm_IK Bones

 

 

Second/Third pic = Choose the skeleton txt file. Click and navigate to your XPMS RIG 1.6c Full Bone.txt file.

 

It was included with Pornphile's rig. Should be here as well. Click 3 dots at "From file" and navigate to the txt file. Else it can't find the bones.

 

 

Fourth/Fifth pic = Choose where to save the xml file. REMEMBER that You need to have max files in one folder. And exported xml files in another folder.

 

Otherwise it will produce export errors. Click the 3 dots at "Filename" to navigate to the save folder.

 

 

Sixth/Seventh/Eighth pic = Notice that I have my max files in D:\NCK\Programs\Animation Tools

 

I have my export files in D:\Programmer\hkxcmd

@BREADPIG

 

I use this video toturial and here in 6m:06s 

Save your animation. Animation menu --> Save Animation.

SqHFIxW.png

I don't know if I actually need to do this and this Dope Sheet, but I prefer to stick to the toturial. If I can actually skip these steps then even better.


But back to the Rig at the moment, when I want to save ‘Animation menu --> Save Animation’ I get this error, but only when I move that one leg marked in red.

d4osfls.png

 

As long i not move this leg i can save this.

Posted (edited)
31 minutes ago, killer905 said:

@BREADPIG

 

I use this video toturial and here in 6m:06s 

Save your animation. Animation menu --> Save Animation.

SqHFIxW.png

I don't know if I actually need to do this and this Dope Sheet, but I prefer to stick to the toturial. If I can actually skip these steps then even better.


But back to the Rig at the moment, when I want to save ‘Animation menu --> Save Animation’ I get this error, but only when I move that one leg marked in red.

d4osfls.png

 

As long i not move this leg i can save this.

 

I have never ever used the Animation menu.

 

- You make your animation

- You save your project as a Max file

- You export the animation

 

I have never used either Dope Sheet or Curve Editor. I am not saying that my way is the perfect way.

 

But like High Poly Head I think it makes the thing too smooth. You need some jankyness in your animations like You do with Low poly heads.

 

This is totally up to You.

 

 

I only ever use the Customize, Export and Save menus. No doubt 3DSMax can probably do a lot more than I know.

 

But I think my animations are pretty smooth to be honest.

 

I would also advise You to hide the bones (Manage Layers), so only the controllers are visible (Green and Pink figures).

 

You have too much on your screen in my opinion.

 

 

Animation wise You need to make key frames. Everything in the bottom is meant for animating.

 

- You have the timeline with number of frames

- You have the key symbol

- You have Auto Key - It will automatically make a keyframe from every movement You do. Click it to enable.

- You have Set Key - With this You need to click the key symbol every time You want to make a key frame. Click to enable.

- Bottom right You have animation preview tools and settings.

- Here You set up how many frames the animation will contain. I use mostly 150 frames. Every thrust is 15 frames forward and 15 frames back. 30 frames for a full thrust.

- Below the Modifiers menu in the top You have a "Move" and "Rotate" button. These will be your primary tools for animating.

 

image.png.158afa1d6461766a0209246cdbc962a3.png

 

image.png.26f29efb84fb5adf8353a5d3a636da83.png

 

image.png.ff0e88af3d141a996b9a2f808066306d.png

 

Edited by NCK30
Posted (edited)
1 hour ago, NCK30 said:

 

I have never ever used the Animation menu.

 

- You make your animation

- You save your project as a Max file

- You export the animation

 

I have never used either Dope Sheet or Curve Editor. I am not saying that my way is the perfect way.

 

But like High Poly Head I think it makes the thing too smooth. You need some jankyness in your animations like You do with Low poly heads.

 

This is totally up to You.

 

 

I only ever use the Customize, Export and Save menus. No doubt 3DSMax can probably do a lot more than I know.

 

But I think my animations are pretty smooth to be honest.

 

I would also advise You to hide the bones (Manage Layers), so only the controllers are visible (Green and Pink figures).

 

You have too much on your screen in my opinion.

 

 

Animation wise You need to make key frames. Everything in the bottom is meant for animating.

 

- You have the timeline with number of frames

- You have the key symbol

- You have Auto Key - It will automatically make a keyframe from every movement You do. Click it to enable.

- You have Set Key - With this You need to click the key symbol every time You want to make a key frame. Click to enable.

- Bottom right You have animation preview tools and settings.

- Here You set up how many frames the animation will contain. I use mostly 150 frames. Every thrust is 15 frames forward and 15 frames back. 30 frames for a full thrust.

- Below the Modifiers menu in the top You have a "Move" and "Rotate" button. These will be your primary tools for animating

hah i forget link to toturial video i use. oh well

 

Video toturial: https://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/

 

Presumably this dope sheet is only for repalce animations, but since in your case it works without it and what I listed, even better. Fewer unnecessary steps. 


I did know about those things you mentioned, but thanks for the information and maybe even someone will find them useful ❤️

Generally my goal is to do pose or static animation without movement, but I think once I do some practice I will move on to animated poses and maybe even with furniture. Time will tell ;3

Thanks again for your advice.

Edited by killer905
Posted

Yep, I have never ever used the "save animation" thing before as well.

@killer905 I recommend you to follow SirNibbles's tutorial. I export the animation using this animation tutorial below. 

 

 

Posted
13 minutes ago, BREADPIG said:

Yep, I have never ever used the "save animation" thing before as well.

@killer905 I recommend you to follow SirNibbles's tutorial. I export the animation using this animation tutorial below. 

 

 

Oh well :D But still your rigs can solve my problems with legs :3 But we see ;)

Posted (edited)
13 hours ago, killer905 said:

Result:
(Yes I know the hand goes into the legs :P )


They come from 3ds max, Poser Viewer, In game respectively.

  Reveal hidden contents

6pIEpCr.png

CntLFVS.png

3KoOrtm.jpeg

 

 

Well done. You found a way to export and get it ingame. With that out of the way You can take it easy and experiment. The difficult part is over.

 

Next step could be to try your hand at idles like I did. I recommend to use the Auto Key when doing idles.

 

You can always use

 

- CTRL + Z to undo.

- Z to center your view, if You move wrong.

- ALT + middle mouse button to rotate view. 

 

I would encourage You to start with ordinary animations without furniture. Get some smooth motions going.

 

When You are ready for the next step don't hesitate to ask. I will be here...

 

 

Edit.: I would recommend the Nibbles guide as well. I used that myself.

 

Also

 

https://0s-mod.tumblr.com/0S/G/#_=_

 

Guide by CEO who made OSex / Ostim

 

Edited by NCK30
Posted

@NCK30

 

What you think? I had small problem with legs but looks emm, ok i think.

In addition, I noticed that something is wrong with the index funger in the second picture. That is, it looks more wavy instead of straight and for some reason it is different in 3ds max.

Spoiler

8L7lTfZ.jpeg

vlT1WID.jpeg

dbnD6wO.png

 

Posted
13 hours ago, killer905 said:

@NCK30

 

What you think? I had small problem with legs but looks emm, ok i think.

In addition, I noticed that something is wrong with the index funger in the second picture. That is, it looks more wavy instead of straight and for some reason it is different in 3ds max.

  Reveal hidden contents

8L7lTfZ.jpeg

vlT1WID.jpeg

dbnD6wO.png

 

 

That's the result of low poly meshes in LE. Ordinary UUNP hands will do this.

 

Remember. Fingers will freak out if You bend them backwards. They will start to look crushed.

 

You can at maximum bend them 3.00 back. You can do all the forward movement You want.

 

 

In SE You have high poly hand meshes that can do more bent positions.

 

 

Also remember that feet need a SLAL instruction to match the 3DSMax positions correctly. I struggled with this in the start until Anub helped me.

 

You need the following line in SLAL to fix this.

 

image.png.579d483eb521deba9d95dcc1d6a71335.png

Posted
5 hours ago, NCK30 said:

 

That's the result of low poly meshes in LE. Ordinary UUNP hands will do this.

 

Remember. Fingers will freak out if You bend them backwards. They will start to look crushed.

 

You can at maximum bend them 3.00 back. You can do all the forward movement You want.

 

In SE You have high poly hand meshes that can do more bent positions.

ok, thanks

 

5 hours ago, NCK30 said:

Also remember that feet need a SLAL instruction to match the 3DSMax positions correctly. I struggled with this in the start until Anub helped me.

 

You need the following line in SLAL to fix this.

Generally these MPs use the Poser Hotkeys Plus mod, so this mod from what I understand disables Foot like the command you have given here. However, this is important information as I will do something in SLAL.

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