nutluck Posted June 20, 2014 Posted June 20, 2014 Test looks very nice, the new paired animations just look so much better than the old ones for alignment issues etc.
Dayelyte Posted June 20, 2014 Author Posted June 20, 2014  Spent many hours today working on the next scene for the Atronach. Swear I could tweak on these things all day long and never be happy with them :|  Anyhoo, the wip image:  flaming_missionary.jpg  -edit-  and the laptop finally finished with the motion test render ( ~ 2 hours )  Atronoch_S4_Motion_Test.gif  Looks very nice!  Care to release the .hkx? I'd be happy to put them into MNC as stage 2  And I simply have to ask again: how are the Netch coming along?   I will release the .hkx files once I have completed the series. The Atronoch requires me to use the Havok Exporter vs the usual .nif one. Which means I have to animate on one system, save as version 2010 then load and export from my other desktop which has the 2010 version of Max and the Havok exporter on it. A bit of a pain in the ass, but it's the only way to make sure the atronoch animates correctly in game.  Netch is currently on hold, but still on the burner.   Test looks very nice, the new paired animations just look so much better than the old ones for alignment issues etc.  I haven't looked into the paired animations yet. I'm not sure how that will impact the workflow from the animators side of things. I am still animating the pair and exporting each individually.Â
Cyndi Posted June 20, 2014 Posted June 20, 2014 I'm pretty sure you can't do paired animations for creatures, I don't recall whether that was an engine limitation or a fnis limitation, but apparently Creatures, aren't real actors and are set up more like anim objects instead or some such.  That might very well have changed, with a newer fnis out since the last time something like that came up though, and it was somewhat older fnis documentation I was reading on it as well.  afaik the only person who was doing/planning actual paired animations for SL was Bleagh (sp?).Â
nutluck Posted June 20, 2014 Posted June 20, 2014 Ah ok, pity. Since paired animations really help on alignment and clipping issues. I thought it would work with all animations.
Cyndi Posted June 20, 2014 Posted June 20, 2014 I'm fairly certain there actually isn't a single paired animation in SL yet. I could be mistaken but, all of Zyn's animations aren't paired, and those would be the only ones that have been released since that functionality was added. The version of fnis where the capability was added didn't even get the chance to tested all that much because of the lack of paired animations. Â Pretty much the only time you see them is Kill moves.
nutluck Posted June 20, 2014 Posted June 20, 2014 Yeah I knew there was few if any yet. But I was more talking from the theory I suppose. I mean if they are pair and always move as a set then that should mean there is never any alignment issues and rarely clipping ones.
Cyndi Posted June 20, 2014 Posted June 20, 2014 I agree there to a point, but I think node scaling, might cause more issues there then we all assume. Especially since just about everybody uses either race menu, ece, or a skeleton that has custom scaling to it somewhere. Sure the animation will force position, but I don't think they touch scale, at which point some people might have a hard time. Also, I don't think we'd be able to adjust alignment manually since they are animated as one thing, not separate. I do hope I'm completely wrong about that though,
nutluck Posted June 20, 2014 Posted June 20, 2014 good point on scaling and then not being able to manually change it. That could be a real issue.
dentarr Posted June 20, 2014 Posted June 20, 2014 good point on scaling and then not being able to manually change it. That could be a real issue. Â Actually I dont think it would help clipping at all in most cases. Dont forget the animators align animations for the models they use. As soon as you use a taller, smaller, slimmer, fatter or whatever different model or equipped with a different "tool" you have clipping. Â Maybe thats why there isnt so much progress in getting that into SL...
nutluck Posted June 20, 2014 Posted June 20, 2014 Â good point on scaling and then not being able to manually change it. That could be a real issue. Â Actually I dont think it would help clipping at all in most cases. Dont forget the animators align animations for the models they use. As soon as you use a taller, smaller, slimmer, fatter or whatever different model or equipped with a different "tool" you have clipping. Â Maybe thats why there isnt so much progress in getting that into SL... Â Â Yes that is what we was just discussing the scaling issue.
dentarr Posted June 20, 2014 Posted June 20, 2014    Yes that is what we was just discussing the scaling issue.   Yes but its not just the scaling issue. Its people using different models. Example: look at the Draugr. There exists an older nude model for them (from Gone I believe) that aligns fine with the animations for them. There is a newer model for them from Leito. It produces clipping because it has "parts" aligned differently.  Pairing animations would probably do more harm then good in those cases....
fore Posted June 20, 2014 Posted June 20, 2014 I'm pretty sure you can't do paired animations for creatures, I don't recall whether that was an engine limitation or a fnis limitation, but apparently Creatures, aren't real actors and are set up more like anim objects instead or some such.  That might very well have changed, with a newer fnis out since the last time something like that came up though, and it was somewhat older fnis documentation I was reading on it as well.  afaik the only person who was doing/planning actual paired animations for SL was Bleagh (sp?).  FNIS limitation. I would simply have to re-implement it for each and every creature. With the additional difficulties that almost half of all creatures don't even have any type of paired animations yet, and none of them have simple paired animations. If they have paired, then these are all killmoves. So I could not just add to an existing paired branch, but would have to set up one all anew.  And, for your purposes paired animations are not as suited as we all have thought. (see next)  Ah ok, pity. Since paired animations really help on alignment and clipping issues. I thought it would work with all animations.  Paired animations don't help on alignment and clipping issues. They are nothing else but two totally independent animations in one, connected by 2 fixed starting points.  I think animators/modders are much better off using setvehicle() or furnitures. That way they can at least calculate the starting positions depending on scales.
nutluck Posted June 20, 2014 Posted June 20, 2014 Ah ok, I thought if they was paired you could control the starting point and position for each character involved so they was always perfectly aligned. Ah well it was a nice thought.
wiseman303 Posted June 20, 2014 Posted June 20, 2014  I'm pretty sure you can't do paired animations for creatures, I don't recall whether that was an engine limitation or a fnis limitation, but apparently Creatures, aren't real actors and are set up more like anim objects instead or some such.  That might very well have changed, with a newer fnis out since the last time something like that came up though, and it was somewhat older fnis documentation I was reading on it as well.  afaik the only person who was doing/planning actual paired animations for SL was Bleagh (sp?).  FNIS limitation. I would simply have to re-implement it for each and every creature. With the additional difficulties that almost half of all creatures don't even have any type of paired animations yet, and none of them have simple paired animations. If they have paired, then these are all killmoves. So I could not just add to an existing paired branch, but would have to set up one all anew.  And, for your purposes paired animations are not as suited as we all have thought. (see next)  Ah ok, pity. Since paired animations really help on alignment and clipping issues. I thought it would work with all animations.  Paired animations don't help on alignment and clipping issues. They are nothing else but two totally independent animations in one, connected by 2 fixed starting points.  I think animators/modders are much better off using setvehicle() or furnitures. That way they can at least calculate the starting positions depending on scales.   What paired animations would help with is timing, since both actors start animating simultaneously instead of sequentially.   EDIT: As for alignment, paired animations certainly don't help with that. My male argonian assassin slices most targets across the eyes instead of the throat when he stealth kills them, because argonians are taller than average.
Dayelyte Posted June 20, 2014 Author Posted June 20, 2014 Six hours after firing up Max this morning, this has come to life:   The laptop has been chewing on the render preview for the past hour. Will probably take another hour or so before it's done. Will post the motion preview later this evening.Â
Jexsam Posted June 20, 2014 Posted June 20, 2014 The faster these Atronach animations get integrated into SexLab, the better off my life will be. >:C
bob112 Posted June 20, 2014 Posted June 20, 2014 The faster these Atronach animations get integrated into SexLab, the better off my life will be. >:CThe faster all of dayelytes animations get integrated into sexlab and someone makes a mod that uses them all the better my life will be
Kazuru Posted June 21, 2014 Posted June 21, 2014 and the promised motion test:   atronoch_bj.gif   That looks great! Even though it's my first post on this thread, I have been watching your progress for a while and seeing this, you have yet to disappoint XD (although I'm not saying that you will). Either way, AWESOME job!
CGi Posted June 21, 2014 Posted June 21, 2014 and the promised motion test: Â Â atronoch_bj.gif Holy-moly! Can't wait for the finished "product".
Rokabur Posted June 21, 2014 Posted June 21, 2014 These seriously need to be added into SexLab so they're easier to use.
boo Posted June 21, 2014 Posted June 21, 2014 I don't suppose it would be possible to re-rig your atronach anims for use with the normal skeleton? Quite a few of the existing animations lack the quality of yours.
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