Jump to content

[WIP]Animations for Skyrim


Nshell

Recommended Posts

Guest roylleh
Posted

Maybe someday we'll have as many animations as Lovers does.

Posted

Have you been able to export your animations into Skyrim? Can you specify which skeletons you use? It's not the first time I try to alter some SexLab animations, but I always get weird results like head, hands and legs imploding into body.

Posted

I have no problem exporting animations to skyrim in the normal way(one animation for each actor), I still dont know if my set up for paired animations is successful or not but soon Ill know if its OK.

 

what seems to be your problem exporting?  I use xp32 Skeleton. I import meshes direct from my mesh folder and tweak female hands and finger bones to proper female hand and finger size. lol after import the female hands the fingers are all shrinked and deformed you need to manualy tweak it or your animations ingame are with horrible hands!

 

why dont you redo the animation insted of editing it? most of the time its more trouble editing existing animations than it is to remake them. think about it.

Posted

I exported my animation for you to test, its female xp32 skeleton full bones rig file. open it in max, edit it and export it and test ingame.

 

tell me if its deformed or twisted or if its alright.

 

HJ_A1_S1_Test.7z      <==== not for users to use in SSL its not finished, just for testing.

Posted

I reversed it with hkxcmd and theres almost none deformation, just a little strange behavior but easy to fix in a couple of min. about other animations, I dunno how they export their animations and why that happens, cant help you there, but my animation didnt have trouble.

Posted

Upper body seems fine in both max and ingame, but legs are bent at crazy angles. Maybe it's related to specific skeleton version or 3ds max version or whatever, I guess it would be easier to just remake animations from scratch. Can you please link a tutorial from which you've learned how to export animations?

Posted

I'm talking about your animation posted above, it works perfectly as it is, but after all my imports/exports it becomes broken.

 

Thanks for the link.

Posted

after you reversed/converted it with hkxcmd to anim.kf it got broken in max?

 

heres my reversed kf from my own anim.

 

HJ_A1_S1_Test.7z

 

import it to max and tell me if its the same problem you had.

 

cause its just some shaking not normal behavior easy to fix.

 

what 3ds max you use?

 

I use 3ds max 2010 with HavokPcXsContentTools_2010-2-0 and Nif Max Plugins 3.7.3 Installer

Posted

Got the same problem in both 3ds max 2010 and 2012. Left leg is kinda pulsating and some parts are stretched. Can you also post your skeleton files?

post-10246-0-46881600-1393624383_thumb.jpg

Posted

I don't think body mesh affects anything, as you can see that left leg bone on my screenshot is way out of place. Thanks anyway, I'll try to experiment with different skeletons.

Posted

good! we are making progress, now you can see how my animation is easy to reverse and edit, but I also think its strange how other animations are totaly broken. It has to be related to skeleton in project, so to edit other animations I think its trial and error to find the proper skeleton to edit the animation.

 

can you post another screenie? to see the diference.

Posted

All animations look normal in 3ds max with that body and skeleton. Thanks for the help, I'll try to export them to Skyrim tomorrow.

  • 2 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...