regrius Posted June 11, 2014 Posted June 11, 2014 Looks like (for simple animations without variables, blending, behaviors, etc, ie the kind you're working with) the hkx contains the absolute minimum it needs. Bone keyframe data, skeleton name string, animation id, the rest of the file is empty filler, and I think I found all of that in the fbx already, so eliminating the middlemen might fix whatever was wrong. It's really so simple I don't understand why figment bothered using niftools at all, even talks about fbx support in the readme. Talks about chickens there too, is that where you got the idea? Did that fbx file you posted contain all the scenes from the wwontop group, or just one? Noticed the S1 hkx listed about 300 frames, the fxb listed >1k data objs, unless it was counting xyz seperately. Other problem was hkxcmd does bin-hkx => xml-hkx, and kf => bin-hkx, but doesn't do xml-hkx => bin-hkx. I have the source, so I'll have to look at that, and actually read the intel license, figment mentioned something about a third party tool license. As I will probably have to use the Intel SDK anyway, I'll be bugging you for a binary fbx next, it's much easier and faster for the machine to read, and less error prone than a text parser. Saved a ton of time being able to read the text files to figure out what was going on first, however. [ED] I remember reading somewhere in this that havok hkx supports non-uniform scaling, while kf doesn't, and I think I spotted some scale data in the fbx keyframes, do you know if you're intentionally scaling the bones anywhere, I assume it ment different xyz scale values on a bone? Now that I think about it, that could be what causes all the tail deformation issues. [ED2} Ok, I think I can use the Havok SDK under 3.b.iv, just have to rewrite everything myself, so it'll end up going straight from fbx to binary hkx, and could even be integrated in Max/Blender eventually; so it's just drag-drop, button clicky, sticky in mod, unless it explodes somewhere. And I'll do that with a dll so it can be integrated easier later.
Dayelyte Posted June 12, 2014 Author Posted June 12, 2014 "Talks about chickens there too, is that where you got the idea?" lol nah. I did the chicken just because I could and I knew it would cause a wtf-pause moment for many Kinda like the " Has anyone seen my keys " animation off in this thread somewhere. "Did that fbx file you posted contain all the scenes from the wwontop group, or just one?" The FBX file is only the werewolf skeleton for one scene. "I'll be bugging you for a binary fbx next" No problem. I have included it with this post for your non-viewing pleasure. ( I can't read binary files anyway ) "I remember reading somewhere in this that havok hkx supports non-uniform scaling, while kf doesn't, and I think I spotted some scale data in the fbx keyframes, do you know if you're intentionally scaling the bones anywhere, I assume it ment different xyz scale values on a bone" Definitely no intentional scaling. Scaling the bones is one of the big Sins in animating for Skyrim as it causes strange behavior. I cannot, however, vouch for what the .nif importer does when it is read into Max initially. There are more than a few who have come across strange bone scaling issues from a raw .nif import. Fingers seem to be the biggest offender for some reason. Ye olde binary FBX file by request: ww_cowgirl_scene_4_binary.rar
regrius Posted June 13, 2014 Posted June 13, 2014 Thank you for your cooperation. Good night. (Does RoboCop still say that in the new movie?) ( I can't read binary files anyway ) I was going to write something witty and post it in binary to taunt you, but then I realized that's exactly what I'm doing now. So yes, you can indeed read binary. I just need to sit down and make myself actually write the stupid thing now. I knew how to do this because I did something very similar once before, and got a bit burnt out, which is why I keep procrastinating. In other news, I found out how to do creature transformations, the problem is that it requires adding a "camera bone" to the creature skeletons, which I suspect will screw up the custom animations, although I don't understand how the base animations work if that's the case. I will stop cluttering your thread until I'm ready to use you as a lab rat have a solution for you to try. [ED] Have a nice day.
horonbr Posted June 13, 2014 Posted June 13, 2014 this maybe a stupid question though,but no harm done.REALLY interested and looking forward for all your work,but for now does any of this animation are usable in game?
Cyndi Posted June 13, 2014 Posted June 13, 2014 this maybe a stupid question though,but no harm done.REALLY interested and looking forward for all your work,but for now does any of this animation are usable in game? Atm, If you are using the 1.39b framework, you can add them in 1 of 2 ways. Dayelyte has a 1.39b patch in with the downloads, or there is an alternate 1.39b patch that I posted a page or two ago. Be aware though, that the 1.39b SL Framework isn't supported on it's own anymore, since it's been updated. Also these patches aren't perfect by any means, but they get the job done. If you are using the 1.5+ series framework, you are kinda out of luck. There are some rough patches that include some animations into the 1.57 series framework, but afaik they do not add Dayelyte's animations. Further, since these patches edit the current base source framework scripts, by using them you opt out of support/troubleshooting for the framework again. So either way.... they are very much a use at your own risk sort of thing. A few people are or at least said they were working on proper plug-ins to get them into the current framework, but it may take a little while.
Dayelyte Posted June 13, 2014 Author Posted June 13, 2014 After some extended thought on it, I decided to remove the scripted test-files from the download section. Considering one of them only worked with a now unsupported version of SexLab ( v1.39 lol I still run this version on my desktop ) and the other could potentially cause conflicts with the current version ( v1.57 ), I have pulled them from the downloads section. Only the animation files remain. I'm sure Ashal prefers folks to write their own mod / plugin to support the animations instead of tweaking the core files. Though programmer types always seem to think the rest of us are coding types as well and can whip up such a thing in an hour or two :| ( I currently have zero time to learn how to script, at a level advanced enough to be useful, within a seldom utilized language such as Papyrus ) Basic understanding, yes. The ability to write my own from scratch, test, debug, update and rewrite it through all the SL core updates ? lol no. I have a hard time finding time to animate as it is. Why the animations have not made it into SexLab Core is anyones guess. They've been requested in the forums more than once. . . . *shrug* So, for now, the files contained here are just the animation files. Nothing more. They are there if / when someone with more proficiency than I can add them to an existing mod or plugin
Dayelyte Posted June 13, 2014 Author Posted June 13, 2014 Thank you for your cooperation. Good night. (Does RoboCop still say that in the new movie?) ( I can't read binary files anyway ) I was going to write something witty and post it in binary to taunt you, but then I realized that's exactly what I'm doing now. So yes, you can indeed read binary. I just need to sit down and make myself actually write the stupid thing now. I knew how to do this because I did something very similar once before, and got a bit burnt out, which is why I keep procrastinating. In other news, I found out how to do creature transformations, the problem is that it requires adding a "camera bone" to the creature skeletons, which I suspect will screw up the custom animations, although I don't understand how the base animations work if that's the case. I will stop cluttering your thread until I'm ready to use you as a lab rat have a solution for you to try. [ED] Have a nice day. Technically, I probably read binary better than most ( subnetting math requires it ) so I suppose I should rephrase that to say the .bin version of the FBX file isn't quite as human friendly to read as its ASCII counterpart Remember, the custom animations are still built against the existing / vanilla skeleton.hkx file. When I import a skeleton, I retain all the bones that come with it, regardless if I use them or not. ( Like the robe bones on a werewolf :| ) I will typically hide them while animating so they don't clutter up the space, but they're still there and they get their own keyframes upon export, even if I didn't move them. The werewolf already has a 3rd person perspective camera node attached to the skeleton I believe, though it is one of the few that does. So as long as the bone / node is a part of the skeleton.hkx file, all is golden. Where you would run into problems is introducing a NEW bone / node into the picture. You would have to rebuild the skeleton.hkx file to include it and that would cause issues with vanilla animations unless they also used the custom skeleton file. ( I think. Cyndi can probably correct me if I'm wrong here )
Cyndi Posted June 13, 2014 Posted June 13, 2014 Why the animations have not made it into SexLab Core is anyones guess. They've been requested in the forums more than once. . . . *shrug* I assumed it was because they are much more niche oriented than the usual creature animations. Sort of like how the Zaz animations aren't in sexlab either, and are only available as a plug-in.
Dayelyte Posted June 13, 2014 Author Posted June 13, 2014 I think ZaZ writes his / her own plugin that registers the anims with SexLab so they really aren't needed within the SexLab core scripts. Similar to what Estrus does I think. For any who want it, the included file below is a 2012 Max scene of the Female Werewolf complete with a simple rig to control the underlying bones. I can't say it's perfect ( because I guarantee it isn't ) but it should give you an idea of what you can expect to be doing to prep for animating if you plan on doing scenes for Skyrim. Ignore the texture warnings when it opens up. Including them would only increase the file size. Also, realize, the rigs and IK and all the whizbang stuff isn't even necessary at all. But it sure makes things easier later on Female_Werewolf_Rig_Example.rar
dentarr Posted June 14, 2014 Posted June 14, 2014 Is there any ETA on your Netch animations, Dayelyte? Curious to see them in action
mrmonkey Posted June 14, 2014 Posted June 14, 2014 Does anyone have the latest test file I was unable to download it before it got removed
Dayelyte Posted June 14, 2014 Author Posted June 14, 2014 Is there any ETA on your Netch animations, Dayelyte? Curious to see them in action I've been lazy lately. Been learning the CAT system in Max to see if I can do my own skeletal rigs. Having hell with it :| Also playing in Zbrush again. ( swear my attention span gets shorter and shorter on a daily basis ) On top of that, playing with a new camera learning its control layout and still studying for a certification test I've been putting off. I'll get the netch done though. Can't say if it will ever make it into SL, but I'll at least get the animations finished for it.
DaRip74 Posted June 14, 2014 Posted June 14, 2014 I thinks its sad that you pulled your Sexlab pugin. I used it and i havn't had an issue with the 1.57 plugin. Wish you would of left if up for the casual people who primarly use sexlab instead of trying to figure out the fnis menu.
forssie Posted June 14, 2014 Posted June 14, 2014 is there a mod that allows me to engage in sex when im the werewolf? works perfectly if its the other way around tho!
Dayelyte Posted June 15, 2014 Author Posted June 15, 2014 I thinks its sad that you pulled your Sexlab pugin. I used it and i havn't had an issue with the 1.57 plugin. Wish you would of left if up for the casual people who primarly use sexlab instead of trying to figure out the fnis menu. Well, I don't want it to cause conflicts with the official scripts within SexLab. Additionally, I would have to update the test script with every new update of SexLab or It would miss any additional animations that may get included into the core mod. I know it's frustrating to have the animations ready, but not in game. For that I apologize, but part of me wonders if the test files existence is the reason the anims aren't part of the core yet. Doesn't matter I guess. On the bright side if they never get added, I'll have lots of time to work on other ongoing projects
sikamikanico78 Posted June 15, 2014 Posted June 15, 2014 Pardon the double post. Okies This: Sexlab 1.39b Cyndi Patch Dayelyte Version.7z Is the Dayelyte version of my 1.39b patch. This adds, just about every animation I can find kicking around LL to a 1.39b sexlab, (except for a thread that had some that I can't find anymore). So Zyn's doggy wip etc, Panic's horse/riekling, lurkers, all that fun stuff is jammed in. This is done in a FormID format, so there is no need for an esp to get the extra critters running, the script handles that on it's own for nice nbsp solution for people who can't or want to wait to update to the 1.5+ series framework. Edit: Also includes the SIC Race support of 1.53+ framework, If you are SIC user make sure you give the framework an extra second or two when registering animations, they take a bit longer to load. There is a problem. The 1.39 framework holds 50 creature animation sets. More won't work without patience I don't have. Just an FYI, the 1.57 Framework doesn't have this problem, it holds either 100 or 120 something like that. Anyway.... So the following animations are not going to load by default since there are not enough animation slots, However they are included so they can be swapped out easily (by easy I mean not so much): Gone's Giant animation, and a dup set up for lurkers to use. Gone's Horse animation, we have a few from Panic anyway Some Troll animations from Gone (Doggy and Holding), same as above so there is still lots of troll stuff. Chaurus Reverse Dragon Penetration Panic's Giant Fondle, and Giant Penetration have been merged. Don't worry it looks great that way, it's just long (7 stages). The same thing is happening with Lurkers, one big 7 stage animation set. All of Dayelyte's animations are active (including chicken). To save Fnis dumfuckerymostfoul, and scriptymcbullshivism, I cloned the Flame atronach animation 3 times, so it's 4 stages of the same thing, but Dayelyte can just swap in new HKX files to test, without having an aneurysm every time. Refer to this post here: http://www.loverslab.com/topic/23426-panics-animation-workshop-animations-for-modders-updated-21052014/page-37?do=findComment&comment=797669 If you want to swap around which animations are going to load. It's as easy as typing ; a bunch of times, and pressing the [Del] key a bunch. Just remember when swapping, that there are 59 animations in here for creatures, so 9 need to be hidden with ; or your computer will go insane and take you with it. BIG EDIT DISCLAIMER TYPE DOEY: Both Chickens and half of the Lurkers (they have 2 scales don't ask) Require the "Even Actor Heights" button to be toggled on in order for them to align correctly. As some of you may or may not have noticed, the opposite is true for Chaurus Animations, and it needs to be turned off for them. this includes the latest riekling gangbang? (2 rieklings on PC)
Cyndi Posted June 15, 2014 Posted June 15, 2014 No it doesn't. I haven't posted anything for the Riekling 2 on 1.
rylasasin Posted June 15, 2014 Posted June 15, 2014 sooo quick question... Are you going to make human male-> female animal anims for all the animals? Or just werewolves or the humanoid ones plus the chicken for the lulz?
Dayelyte Posted June 16, 2014 Author Posted June 16, 2014 To be honest, I haven't made much progress on any animations lately. Motivation is something I seriously lack at the moment . . . . My days off are typically filled with other things I have to get done. Misc ongoing house stuff, yard stuff, etc. Had Windows tell me one of my drives was going to die ( SMART crap ) so I backed that entire drive up just in case but I think it was a 3rd party defragger that triggered it ( since the drive is only about a year old ). Still, backed it up just in case. Took FIVE friggin hours to transfer it over to a network drive, but it's done. Ran all the tests I could on it afterwards and all of them pass with no issues. . . . -shrug- who knows. If it dies, I'll just go get an SSD drive and be happier I guess. ( I run SSD for my OS drive now, figure I can go all SSD if my data drive keels over on me ) I've been trying to rekindle my interest in Zbrush sculpting again after letting it go for so long. Man I forgot how screwy that interface really is :| Oy. So, on the near future agendas I would like to finish out the Atronach and Netch animations. Once those are complete, I will look at where SexLab stands and determine if additional animations should / can be done or not based on what else I have going on as well.
CGi Posted June 16, 2014 Posted June 16, 2014 i don't recommend using an SSD drive as archive/data/storage drive as they have the same limitations as USB sticks.But nowadays those are formated by how many data can be read and wrote per day. Afterall this means the same as for USB sticks, that the drive ages with every read & write cycle it does and the life time is by this not called MTBF but cycles before it dies/starts to produce errors. Hence why programs/services like indexer, wrong setup AVs and such are a bad thing, like any other program that constantly reads and writes. You can ofc use one of those caching PCie cards, that use SODiMM and by this limit the cycles, but those can enhance mechanical hard drives as well and you would benefit from the longer life time of a good mechanical HD.Anyhow: i hope you get your motivation back as i can't wait to see the finished flame atronach animation - Dayelyte style.
Dayelyte Posted June 17, 2014 Author Posted June 17, 2014 Yeah, I've heard the SSD's don't have quite the lifespan of their mechanical cousins. It's nice for the OS drive, but still kinda pricey if you're looking at the 500gb -> 1TB range. What got me thinking about it was the time it took to transfer 200GB of data across my network to my storage drive. Connecting to a non-encrypted mechanical backup drive across a GB switch interface, my current throughput is ~310Mb/s.* Doing the math and assuming a 40% increase due to layer 2/3 overhead, best case scenario is two hours to transfer. So while my GB switch was a nice upgrade, I'm still nowhere near its potential. *May try a direct connection via Cat-6 between Desktop <--Switch Port--> Network Drive to make sure the problem isn't my existing wired in cable. Using Windows 7 Robocopy command via a script, it took FIVE hours. :| However, since a bottleneck would still exist on the network drive ( being mechanical ) I'll probably just get another mechanical drive to replace the desktop drive if it comes down to it.
Lisztomania Posted June 17, 2014 Posted June 17, 2014 Eyyy~ Nice work so far! Was just wondering if you would ever possibly do one of those Frost Atronachs? I'd prolly imagine atronachs being summoned for guilty pleasures.
Cranky Cat Posted June 17, 2014 Posted June 17, 2014 Eyyy~ Nice work so far! Was just wondering if you would ever possibly do one of those Frost Atronachs? I'd prolly imagine atronachs being summoned for guilty pleasures. http://oglaf.com/snowqueen/
regrius Posted June 17, 2014 Posted June 17, 2014 I know I said I wouldn't bother you until I had something for you to play with, but I figured you were in need of bothering. I got the binary FBX reading pretty much locked up, the blender docs were over-confusing a very simple thing. Explanations for dumdums always leave me more confused than when I started. Need to run an interpreter over the raw data in the file before you can test it for me. Here's the root node of that binary file you sent, completely useless data, but it looks right. https://dl.dropboxusercontent.com/u/74137297/Output.txt [ED] Hmmm...seems there's something odd with the last 175 bytes in the file. What exactly was in that binary file? Was it just the same as the ww_actor.FBX text version, exported as binary, or something else? Probably just some oddball nodes, but there's way too much data now to poke through it in the debugger. Nope, not nodes, or anything else that makes sense, it's just "??????l?s???(r\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0 \0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0?Z?j???~??\f?u?)\v". Now I can't read binary either. Maybe...it's a bunch of people with their noses in the air, one in a beret sticking their tongue out; a whole bunch of people casting fireballs at the first group; more noses, one sleeping, one with a hardon, no, that's not it either. I really need to stop doing this immediately.
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