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[3ds Max] Skeleton Controller Rigs - Draugr v0.13.2 (2015-09-22)


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Is this topic still alive or ded?

 

First, this is a neato tool, huge thanks.

 

Second any reason why exported anims in the game ignore the placement of NPC L HAND? Its just not in the same pose as it was in the 3dsmax, a slightly moved away on the y-axis.  Could it be issue with the ik/fk? I have blends set to 0.0 and elbow swiwel at 2.5. I have tried going back to the previous saves and re-aligning/re-keying fresh and it does not fix it. NPC R HAND appears as it should. No idea what could cause it.

 

Third. Are the hkx files supposed to be that big , 60kbs for 60keyframed static pose? I did exported as .xml ( xml was around 48kb ) and converted to .hkx

 

Thanks for any help or tips.

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Is this topic still alive or ded?

 

First, this is a neato tool, huge thanks.

 

Second any reason why exported anims in the game ignore the placement of NPC L HAND? Its just not in the same pose as it was in the 3dsmax, a slightly moved away on the y-axis.  Could it be issue with the ik/fk? I have blends set to 0.0 and elbow swiwel at 2.5. I have tried going back to the previous saves and re-aligning/re-keying fresh and it does not fix it. NPC R HAND appears as it should. No idea what could cause it.

 

Third. Are the hkx files supposed to be that big , 60kbs for 60keyframed static pose? I did exported as .xml ( xml was around 48kb ) and converted to .hkx

 

Thanks for any help or tips.

2. Post comparison pics. Post your Max scene file.

3. Repack hkx to reduce file size.

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  • 4 weeks later...

 

Is this topic still alive or ded?

 

First, this is a neato tool, huge thanks.

 

Second any reason why exported anims in the game ignore the placement of NPC L HAND? Its just not in the same pose as it was in the 3dsmax, a slightly moved away on the y-axis.  Could it be issue with the ik/fk? I have blends set to 0.0 and elbow swiwel at 2.5. I have tried going back to the previous saves and re-aligning/re-keying fresh and it does not fix it. NPC R HAND appears as it should. No idea what could cause it.

 

Third. Are the hkx files supposed to be that big , 60kbs for 60keyframed static pose? I did exported as .xml ( xml was around 48kb ) and converted to .hkx

 

Thanks for any help or tips.

2. Post comparison pics. Post your Max scene file.

3. Repack hkx to reduce file size.

 

 

Pornphile,

 

First of all, thanks for these awesome rigs! Unfortunately, I'm having a similar problem to Dagren's above concerning hand alignment. I just can't get fingers/hands to align properly in game after export. I'm using your rigs with 3ds Max 2012 and HCT 2011.3. I'm exporting using the vanilla rig 99 bones txt file...however this problem also occurs with the XPMS 1.6 txt file.

 

For reference, I used the Dreamgirl body in game and in 3ds Max. I am attaching a couple of screenshots and my scene file. It's just a simple pose I'm renaming to mt_idle to test. I previously posted this on the new (inactive) site, so reposting here. The scene file I've attached here is better anyway. This is a major road-block to me producing quality animations, so any help and/or advice is greatly appreciated.

post-2649-0-11885000-1468125011_thumb.jpg

post-2649-0-20849900-1468125067_thumb.jpg

Hand_Test.7z

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Is this topic still alive or ded?

 

First, this is a neato tool, huge thanks.

 

Second any reason why exported anims in the game ignore the placement of NPC L HAND? Its just not in the same pose as it was in the 3dsmax, a slightly moved away on the y-axis.  Could it be issue with the ik/fk? I have blends set to 0.0 and elbow swiwel at 2.5. I have tried going back to the previous saves and re-aligning/re-keying fresh and it does not fix it. NPC R HAND appears as it should. No idea what could cause it.

 

Third. Are the hkx files supposed to be that big , 60kbs for 60keyframed static pose? I did exported as .xml ( xml was around 48kb ) and converted to .hkx

 

Thanks for any help or tips.

2. Post comparison pics. Post your Max scene file.

3. Repack hkx to reduce file size.

 

 

Pornphile,

 

First of all, thanks for these awesome rigs! Unfortunately, I'm having a similar problem to Dagren's above concerning hand alignment. I just can't get fingers/hands to align properly in game after export. I'm using your rigs with 3ds Max 2012 and HCT 2011.3. I'm exporting using the vanilla rig 99 bones txt file...however this problem also occurs with the XPMS 1.6 txt file.

 

For reference, I used the Dreamgirl body in game and in 3ds Max. I am attaching a couple of screenshots and my scene file. It's just a simple pose I'm renaming to mt_idle to test. I previously posted this on the new (inactive) site, so reposting here. The scene file I've attached here is better anyway. This is a major road-block to me producing quality animations, so any help and/or advice is greatly appreciated.

 

 

 

Answer to Dagren via PM but is useful here as well:

 

The issue is because the in game female skeleton have hands scaled at .85. To get better representation in Max, you can scale the hand bones to 85. Before exporting, you must rescale the hand bones back to 100 else you will end up with crushed fingers.

 

Scale uniform in World coordinates:

http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_rel_module=msg&attach_id=279479

 

BTW, Can you see the pic in the link?

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Is this topic still alive or ded?

 

First, this is a neato tool, huge thanks.

 

Second any reason why exported anims in the game ignore the placement of NPC L HAND? Its just not in the same pose as it was in the 3dsmax, a slightly moved away on the y-axis.  Could it be issue with the ik/fk? I have blends set to 0.0 and elbow swiwel at 2.5. I have tried going back to the previous saves and re-aligning/re-keying fresh and it does not fix it. NPC R HAND appears as it should. No idea what could cause it.

 

Third. Are the hkx files supposed to be that big , 60kbs for 60keyframed static pose? I did exported as .xml ( xml was around 48kb ) and converted to .hkx

 

Thanks for any help or tips.

2. Post comparison pics. Post your Max scene file.

3. Repack hkx to reduce file size.

 

 

Pornphile,

 

First of all, thanks for these awesome rigs! Unfortunately, I'm having a similar problem to Dagren's above concerning hand alignment. I just can't get fingers/hands to align properly in game after export. I'm using your rigs with 3ds Max 2012 and HCT 2011.3. I'm exporting using the vanilla rig 99 bones txt file...however this problem also occurs with the XPMS 1.6 txt file.

 

For reference, I used the Dreamgirl body in game and in 3ds Max. I am attaching a couple of screenshots and my scene file. It's just a simple pose I'm renaming to mt_idle to test. I previously posted this on the new (inactive) site, so reposting here. The scene file I've attached here is better anyway. This is a major road-block to me producing quality animations, so any help and/or advice is greatly appreciated.

 

 

 

Answer to Dagren via PM but is useful here as well:

 

The issue is because the in game female skeleton have hands scaled at .85. To get better representation in Max, you can scale the hand bones to 85. Before exporting, you must rescale the hand bones back to 100 else you will end up with crushed fingers.

 

Scale uniform in World coordinates:

http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_rel_module=msg&attach_id=279479

 

BTW, Can you see the pic in the link?

 

 

Great! That most certainly makes sense. I will try that now. Unfortunately, I cant see your picture in the link. It says I have no permission.

 

Edit: That worked, Pornphile! Thank you! Still curious to see the pic you attached above. I could add to my folder of your tips and walkthroughs.

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Great! That most certainly makes sense. I will try that now. Unfortunately, I cant see your picture in the link. It says I have no permission.

 

Edit: That worked, Pornphile! Thank you! Still curious to see the pic you attached above. I could add to my folder of your tips and walkthroughs.

 

 

Just a pic of the UI showing what needs to be changed if you're unfamiliar with the UI, scale being 85.168 to be exact.

post-8195-0-44684200-1468267540_thumb.jpg

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Great! That most certainly makes sense. I will try that now. Unfortunately, I cant see your picture in the link. It says I have no permission.

 

Edit: That worked, Pornphile! Thank you! Still curious to see the pic you attached above. I could add to my folder of your tips and walkthroughs.

 

 

Just a pic of the UI showing what needs to be changed if you're unfamiliar with the UI, scale being 85.168 to be exact.

attachicon.gifCapture.JPG

 

Got it that time. Thanks! This was a huge help. All hands/fingers lining up fine now. I would not have figured this one out on my own since I was under the impression that Skyrim just used the scales set in the exported file. 

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  • 1 month later...

Hi, how can I edit the positions of equipped weapons using this rig? If this is not doable, what other rigs can I use to edit their positions?

 

I've already done bone on > untick but moving the bone moves both the sheathe and sword. I just want to move the sword alone.

 

Already used the 1handsword.nif from meshes\weapons\1handmelee, imported skeleton alongside it. Adjusting the sword's bone node produces no difference when the animation is exported and played. 

 

I also tried ticking bone on but it automatically unticks itself, and declares itself 'not a bone object'. What..?

 

what1_1.png

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Hi, how can I edit the positions of equipped weapons using this rig? If this is not doable, what other rigs can I use to edit their positions?

 

I've already done bone on > untick but moving the bone moves both the sheathe and sword. I just want to move the sword alone.

 

Already used the 1handsword.nif from meshes\weapons\1handmelee, imported skeleton alongside it. Adjusting the sword's bone node produces no difference when the animation is exported and played. 

 

I also tried ticking bone on but it automatically unticks itself, and declares itself 'not a bone object'. What..?

 

what1_1.png

 

Assuming you're using XPMSE, doesn't skeleton controls equip position? Edit nif I guess.

 

Link to comment

 

Hi, how can I edit the positions of equipped weapons using this rig? If this is not doable, what other rigs can I use to edit their positions?

 

I've already done bone on > untick but moving the bone moves both the sheathe and sword. I just want to move the sword alone.

 

Already used the 1handsword.nif from meshes\weapons\1handmelee, imported skeleton alongside it. Adjusting the sword's bone node produces no difference when the animation is exported and played. 

 

I also tried ticking bone on but it automatically unticks itself, and declares itself 'not a bone object'. What..?

 

what1_1.png

 

Assuming you're using XPMSE, doesn't skeleton controls equip position? Edit nif I guess.

 

 

Wait, what? I don't understand. Most pose mods (i.e Halo's) will have a pose with the sword rotated at an angle i.e facing/pointing down contrary to the hand position. I'm looking to do this

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Hi, how can I edit the positions of equipped weapons using this rig? If this is not doable, what other rigs can I use to edit their positions?

 

I've already done bone on > untick but moving the bone moves both the sheathe and sword. I just want to move the sword alone.

 

Already used the 1handsword.nif from meshes\weapons\1handmelee, imported skeleton alongside it. Adjusting the sword's bone node produces no difference when the animation is exported and played. 

 

I also tried ticking bone on but it automatically unticks itself, and declares itself 'not a bone object'. What..?

 

what1_1.png

 

Assuming you're using XPMSE, doesn't skeleton controls equip position? Edit nif I guess.

 

 

Wait, what? I don't understand. Most pose mods (i.e Halo's) will have a pose with the sword rotated at an angle i.e facing/pointing down contrary to the hand position. I'm looking to do this

 

 

Those are animobject poses, not actual equipment. Look through FNIS for modders documentation..

 

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  • 4 months later...

Hello all, I hope everyone is well.  First an update that may interest everyone, I have created a functioning centaur race - a playable centaur race.  With the help of an expert on skywind, I learned how to make a custom havok project so my centaurs are working in game without having to overwrite the vanilla animations or anything.  Now, the tedious part, I need to make the animations.  I've only made 6 or so at the moment, they are looking pretty good in game, there's even a video of the test animation.  Here it is.

 

Anyway, pornofile, how did you create your controller rig?  I'd love to make one to help with the animations of the centaurs.

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Hello all, I hope everyone is well.  First an update that may interest everyone, I have created a functioning centaur race - a playable centaur race.  With the help of an expert on skywind, I learned how to make a custom havok project so my centaurs are working in game without having to overwrite the vanilla animations or anything.  Now, the tedious part, I need to make the animations.  I've only made 6 or so at the moment, they are looking pretty good in game, there's even a video of the test animation.  Here it is.

 

Anyway, pornofile, how did you create your controller rig?  I'd love to make one to help with the animations of the centaurs.

Good to see you got your centaur working.

I learned to rig from these videos. Rigging starts at #25. You'll probably also want to look at quadruped rigging tutorials. And take a look at Anubiss' horse rig.

 

Would you be willing to make a tutorial on how to add custom bones? So that the knowledge doesn't once again fall to the ways of the esoteric. Say for example, add a tongue bone to XPMSE skeleton?

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Thanks for the vids, I'll check them out as soon as I've got a chance.

 

Actually, I've been planning on making a tutorial on how to add custom bones to skeletons.  It is oddly simple and extremely complicated at the same time.  I've made 4 custom skeleton rigs now, one for the octopus*, one for the gorgon/tsaesci races, and two different ones for the centaurs - liked the second one better so, scraped the first.

 

*Unfortunately, my poor animating skills means that the octopus is unlikely be finished.  I figure I'll cheat and weight it to a netch or something.

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Would you be willing to make a tutorial on how to add custom bones? So that the knowledge doesn't once again fall to the ways of the esoteric. Say for example, add a tongue bone to XPMSE skeleton?

 

 

 

 

Actually, I've been planning on making a tutorial on how to add custom bones to skeletons.  It is oddly simple and extremely complicated at the same time.  I've made 4 custom skeleton rigs now, one for the octopus*, one for the gorgon/tsaesci races, and two different ones for the centaurs - liked the second one better so, scraped the first.

 

*Unfortunately, my poor animating skills means that the octopus is unlikely be finished.  I figure I'll cheat and weight it to a netch or something.

 

Honestly this is knowledge that interest me.  :ph34r:

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Would you be willing to make a tutorial on how to add custom bones? So that the knowledge doesn't once again fall to the ways of the esoteric. Say for example, add a tongue bone to XPMSE skeleton?

 

 

 

 

Actually, I've been planning on making a tutorial on how to add custom bones to skeletons.  It is oddly simple and extremely complicated at the same time.  I've made 4 custom skeleton rigs now, one for the octopus*, one for the gorgon/tsaesci races, and two different ones for the centaurs - liked the second one better so, scraped the first.

 

*Unfortunately, my poor animating skills means that the octopus is unlikely be finished.  I figure I'll cheat and weight it to a netch or something.

 

Honestly this is knowledge that interest me.  :ph34r:

 

While I don't have the time right now to make the tutorial, I'll give you a quick run down on what you'll need to work adding custom bones. First, everything that pornophile listed on the first page of this thread are going to be needed. Then you are also going to need notepad++, of course you'll have to have a good version of nifskope to do anything.  I might sit down on my next days off and see if I can knock an actual tutorial out for it.  One caveat, depending on what creature skeleton.hkx, your animations will overwrite that creature's animations(unless you are using FNIS).  Now in my case, I created a custom Havok project(What! I know, right) so that the custom animations I make for the centaur don't overwrite the character animations. Things I'm still learning are how to give the centaurs proper ragdoll, it seems without it, when they die(be it the PC or NPC) the game crashes. According to the guy who taught me how to make custom Havok projects, it's because the ragdoll isn't right. Also, because it's a custom Havok project, FNIS directed at it, will break the project.  He said there is a way around this, but since I don't work with FNIS, I didn't try to learn that. Sorry for the rambling, too much in my head.

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While I don't have the time right now to make the tutorial, I'll give you a quick run down on what you'll need to work adding custom bones. First, everything that pornophile listed on the first page of this thread are going to be needed. Then you are also going to need notepad++, of course you'll have to have a good version of nifskope to do anything.  I might sit down on my next days off and see if I can knock an actual tutorial out for it.  One caveat, depending on what creature skeleton.hkx, your animations will overwrite that creature's animations(unless you are using FNIS).  Now in my case, I created a custom Havok project(What! I know, right) so that the custom animations I make for the centaur don't overwrite the character animations. Things I'm still learning are how to give the centaurs proper ragdoll, it seems without it, when they die(be it the PC or NPC) the game crashes. According to the guy who taught me how to make custom Havok projects, it's because the ragdoll isn't right. Also, because it's a custom Havok project, FNIS directed at it, will break the project.  He said there is a way around this, but since I don't work with FNIS, I didn't try to learn that. Sorry for the rambling, too much in my head.

 

 

 

Thank you,
Ideally I would also need a custom skeleton / havok project.
It would be something to animate new kinds of things recognized as a creatures that do not exist in the game, essentially for X animations.
I'm still not an expert in Max but after a year on it, I begin to be well familiar.
My biggest difficulties are always making things work in the game.
I use some tricks for mechanical things, but to make the "organic" as I think, I have to do a skeleton and havok project from scratch.
This is where your knowledge interests me because it is one of my goals for the year 2017...
I'm not particularly hurried, very interested though.
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Well, I can make a tutorial on the skeleton pretty easily, hopefully if my days off(tomorrow and Thursday) aren't too crazy, I'll be able to knock it out.  On the custom Havok project, I can teach you that as well, but the skywind guy who taught me says he's working on a program that will do the custom Havok projects for you.  No telling when he'll have it ready.  I'll need to know what creature skeleton you want to base the custom skeleton off of.

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Well, I can make a tutorial on the skeleton pretty easily, hopefully if my days off(tomorrow and Thursday) aren't too crazy, I'll be able to knock it out.  On the custom Havok project, I can teach you that as well, but the skywind guy who taught me says he's working on a program that will do the custom Havok projects for you.  No telling when he'll have it ready.  I'll need to know what creature skeleton you want to base the custom skeleton off of.

Ah if he conceives a program is interesting.
 
Honestly I do not know what creature to replace ..?
I did not look at it on this side without having any information or example.
My tests mainly focused on animated objects with the information I could find here and there by doing the animations at the same time.
 
I prefer to see your tutorial at first to have a better view of what I will adapt and / or build, tentacles should be easy if I see how to export.
But I should still seriously build skeleton, controler, weightpaint etc.
That's why I say I'm in no hurry, I'm not on vacation. ><
That said earlier I see, sooner I can start something. ^^
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Well, I'm going to have to hold off on writing a tutorial.  My centaurs have no ragdoll, and this causes the game to crash on centaur death(both the PC and NPC).  I've been working on getting the ragdoll to work, but while I have successfully made a working ragdoll, it has currently broken all animations.  The centaurs just T-pose now.  So, I'm busy working out why and how to get both the functioning animations and functioning ragdoll.

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I had read that you had a problem with the ragdoll,

Unfortunately I have no idea what to do.

Besides I think that it would not be something really useful for my use, my "things creatures" will not have to be killed, it is purely to integrate in the animations.

 

So at the worst, if you had the opportunity to do some screenshot during your process, with a numbering and a few anotations directly on it, it is possible to put a lot of thing by screenshot and it can already give us a lot of information.

 

But Good luck!  ;)

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Okay, I've just learned that the previous ways I'd learned to add custom bones was not exactly the best way.  If you have 3ds max 2010 and it's corresponding HCT, then get the skywind nifskope import/exporter.  Depending on how you're wanting to add bones depends on the next step.  If you are going to do it like I did the Gorgon/Tsaesci races, then just import w/ collision whatever version of the player skeleton you want and then use 3ds max to add the bones.  The issue with this method is, you'll have to build the rigid bodies to the new bones and give the constraints yourself.  Then use HCT to export as a skeleton hkx.  There are several youtube videos that show the HCT settings you'll need to do the export.  Or if you have groovtama's full resources for modders, it should have the settings already set up for you.  After you have exported your custom skeleton, then you will have to export the nif version. You'll have to export with collision and very little else ticked on.  When I get a chance I'll post an image of the export settings for the nif.  And there you have it. So simple it's ridiculous.  Now, if you don't have 3ds max 2010, well then you'll have to go with a much more difficult way of adding bones.  And since that isn't something I can simply describe here, it'll have to wait until I have time to sit down and write up a proper tutorial.

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