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


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Thx for the info, 

 

Unfortunately I'm always busy as usual. Not easy to do a lot of things with little free time,
it is difficult for me to spend hours researching and studying scattered things.
So for now I just divert/rebuild some existing bones to make another use, even if HCT gives me few warning it works in the game. ^^'
 
So take your time to do something clear, if you want, do not worry.
 
I use max 14 to build and animate, 12 to export animations, I guess the process should be very similar on 10.
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Well, yes and no.  The HCT for 2010 is a little different.  And the nif importer/exporter doesn't work the same for 2012 as it does for 2010.  But I should be able to write up a tutorial on how to use 2012's to do the same stuff.  Just don't know when I'll have the time and energy to mess with it.

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  • 2 weeks later...
Hello,

 

I need help...

I try to add bones on the skeleton xpmse, so I simply duplicate existing bones (animobject A1 to A9) with nifskope,

it does not crash and I can link objects to these bones, however even if I added on the skeleton and in the file "XPMS RIG 1.6c Full Bone.txt"..

I think I have to build a new skeleton_female.hkx to animate these bones and may be another behavior or whatever.

But I do not find how to do it ... So does anyone have any useful information for what I want to do?

 

If possible tutorials written with one screenshot or the other,

My English is too bad to understand videos containing too many things, or it must be well targeted on the process I have to follow.

 

Thank you in advance.

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Hello,

 

I need help...

I try to add bones on the skeleton xpmse, so I simply duplicate existing bones (animobject A1 to A9) with nifskope,

it does not crash and I can link objects to these bones, however even if I added on the skeleton and in the file "XPMS RIG 1.6c Full Bone.txt"..

I think I have to build a new skeleton_female.hkx to animate these bones and may be another behavior or whatever.

But I do not find how to do it ... So does anyone have any useful information for what I want to do?

 

If possible tutorials written with one screenshot or the other,

My English is too bad to understand videos containing too many things, or it must be well targeted on the process I have to follow.

 

Thank you in advance.

 

 

Yes, if you edit skeleton.nif, you'll also have to edit skeleton.hkx. Information is scattered about and no one has actually documented the process.

You'll have to wait until when/if wishnot makes a tutorial.

 

Seems there are 2 ways you can go about this;

1. Edit skeleton.nif with Nifskope then edit skeleton.hkx via xml. This involves having to deal with parent indices and such. Look at page 4 of this thread. Not sure how complete the information is.

2. Edit skeleton in Max 2010 then export with HCT. I'm guessing this is the easier method wishnot alluded to. This may also be the same method Canderes uses?

 

Someone correct me if I'm wrong.

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Hello,

Yeah I suspected it, thank you for confirming.

 

I know it's hard to find information.

So doing the "maneuver" would be easier with max 2010, I'll have to install it and get my hands on HCT for 2010 ...

 

However while you are there ...

I try to add belly bones to your skeleton, (I merged those of groovtama and add in the .txt)

As always it works well in Max, but after export in HCT preview the arms are "break", I did try but it's crashed the game.

 

Do you have any idea how to add it cleanly?

I wish I had control over them.

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Hello,
Yeah I suspected it, thank you for confirming.
 
I know it's hard to find information.
So doing the "maneuver" would be easier with max 2010, I'll have to install it and get my hands on HCT for 2010 ...
 
However while you are there ...
I try to add belly bones to your skeleton, (I merged those of groovtama and add in the .txt)
As always it works well in Max, but after export in HCT preview the arms are "break", I did try but it's crashed the game.
 
Do you have any idea how to add it cleanly?
I wish I had control over them.

 

Was looking at your thread and responded there. Hope I answer some questions.

 

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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..

 

 

Lol I totally forgot about my project from August, just realized you replied

 

I'm aware that some of the poses are animobject poses. I know there are different ones as well i.e the poses which will actively have the weapon equipped (see standing [rh] poses from halo's mods) assuming you've drawn the weapon ingame. 

 

I have a different project now, and thus a different question. If I were to import the weapon nifs directly into this rig, they're automatically stuck to the character's hip/sheathed position. How would I go about removing this 'skinnedness' from the weapon without distorting any of its other characteristics, so I can pose it into an animobject? 

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​So I made a rather janky animation at the moment to test something out.

My issue is the skeleton I think. But not 100% sure. What I do in 3ds max doesn't correspond to what is shown in Skyrim. For example: Look at the gifs and you will see the 3ds max gif and then how it looks in-game.


3ds Max 2012 (NSFW) Look at the ass to dick space? Lol and the hands on the female and giant.

 



What it looks like in-game. (NSFW)



As you can see the hands are floating an inch or so above the giants arm and the ass to dick space is huge (kinda). Is there a fix for this?


Side Notes:

 

I couldn't load my custom body in (CBBE HDT) as it gets deformed a lot. So using the CBBE resource body without the HDT.
I use pornphiles rig for the female and leitos for the giant, but the skeleton I use in-game is XPMSE. I don't know how to export with that skeleton as everything either crashes (3ds max) or the body goes crazy.

Any help is greatly appreciated. Thanks.

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​So I made a rather janky animation at the moment to test something out.

 

My issue is the skeleton I think. But not 100% sure. What I do in 3ds max doesn't correspond to what is shown in Skyrim. For example: Look at the gifs and you will see the 3ds max gif and then how it looks in-game.

 

 

3ds Max 2012 (NSFW) Look at the ass to dick space? Lol and the hands on the female and giant.

 

SelfreliantHelpfulGrub.gif

 

PlayfulIdealisticAfricanwildcat.gif

 

 

 

 

What it looks like in-game. (NSFW)

 

 

 

SlightHospitableBullfrog.gif

 

CaringHardArcherfish.gif

 

 

 

As you can see the hands are floating an inch or so above the giants arm and the ass to dick space is huge (kinda). Is there a fix for this?

 

 

Side Notes:

 

I couldn't load my custom body in (CBBE HDT) as it gets deformed a lot. So using the CBBE resource body without the HDT.

I use pornphiles rig for the female and leitos for the giant, but the skeleton I use in-game is XPMSE. I don't know how to export with that skeleton as everything either crashes (3ds max) or the body goes crazy.

 

Any help is greatly appreciated. Thanks.

 

 

Initially I thought it was a hand scale issue which you can find the answer for here.

However, looking more closely and comparing screenshots, it looks like you might have a high heels mod that needs to be turned off.

 

If you want to use CBBE with this rig, you'd need to reskin it, of which there's a quick and dirty guide in my other thread in the main post.

Nightasy has a tutorial somewhere on how to properly reskin something. Same method as adapting armor pieces to a different body. Some might also call this process 'rigging' for when you're searching.

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​So I made a rather janky animation at the moment to test something out.

 

My issue is the skeleton I think. But not 100% sure. What I do in 3ds max doesn't correspond to what is shown in Skyrim. For example: Look at the gifs and you will see the 3ds max gif and then how it looks in-game.

 

 

3ds Max 2012 (NSFW) Look at the ass to dick space? Lol and the hands on the female and giant.

 

SelfreliantHelpfulGrub.gif

 

PlayfulIdealisticAfricanwildcat.gif

 

 

 

 

What it looks like in-game. (NSFW)

 

 

 

SlightHospitableBullfrog.gif

 

CaringHardArcherfish.gif

 

 

 

As you can see the hands are floating an inch or so above the giants arm and the ass to dick space is huge (kinda). Is there a fix for this?

 

 

Side Notes:

 

I couldn't load my custom body in (CBBE HDT) as it gets deformed a lot. So using the CBBE resource body without the HDT.

I use pornphiles rig for the female and leitos for the giant, but the skeleton I use in-game is XPMSE. I don't know how to export with that skeleton as everything either crashes (3ds max) or the body goes crazy.

 

Any help is greatly appreciated. Thanks.

 

 

Initially I thought it was a hand scale issue which you can find the answer for here.

However, looking more closely and comparing screenshots, it looks like you might have a high heels mod that needs to be turned off.

 

If you want to use CBBE with this rig, you'd need to reskin it, of which there's a quick and dirty guide in my other thread in the main post.

Nightasy has a tutorial somewhere on how to properly reskin something. Same method as adapting armor pieces to a different body. Some might also call this process 'rigging' for when you're searching.

 

Thank you. After uninstalling hdt heels and resizing the hands it seems to be fixed. Animations are matching 3ds max much better. Also my CBBE body is HDT. So I just use "CBBE Meshes for Outfits" over at Caliente's Beautiful Bodies Edition -CBBE- It's meant to be for making outfits but it works perfectly fine with 3ds max and doesn't require skinning the body.

 

Thanks again.

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​So I made a rather janky animation at the moment to test something out.

 

My issue is the skeleton I think. But not 100% sure. What I do in 3ds max doesn't correspond to what is shown in Skyrim. For example: Look at the gifs and you will see the 3ds max gif and then how it looks in-game.

 

 

3ds Max 2012 (NSFW) Look at the ass to dick space? Lol and the hands on the female and giant.

 

SelfreliantHelpfulGrub.gif

 

PlayfulIdealisticAfricanwildcat.gif

 

 

 

 

What it looks like in-game. (NSFW)

 

 

 

SlightHospitableBullfrog.gif

 

CaringHardArcherfish.gif

 

 

 

As you can see the hands are floating an inch or so above the giants arm and the ass to dick space is huge (kinda). Is there a fix for this?

 

 

Side Notes:

 

I couldn't load my custom body in (CBBE HDT) as it gets deformed a lot. So using the CBBE resource body without the HDT.

I use pornphiles rig for the female and leitos for the giant, but the skeleton I use in-game is XPMSE. I don't know how to export with that skeleton as everything either crashes (3ds max) or the body goes crazy.

 

Any help is greatly appreciated. Thanks.

 

 

Initially I thought it was a hand scale issue which you can find the answer for here.

However, looking more closely and comparing screenshots, it looks like you might have a high heels mod that needs to be turned off.

 

If you want to use CBBE with this rig, you'd need to reskin it, of which there's a quick and dirty guide in my other thread in the main post.

Nightasy has a tutorial somewhere on how to properly reskin something. Same method as adapting armor pieces to a different body. Some might also call this process 'rigging' for when you're searching.

 

Thank you. After uninstalling hdt heels and resizing the hands it seems to be fixed. Animations are matching 3ds max much better. Also my CBBE body is HDT. So I just use "CBBE Meshes for Outfits" over at Caliente's Beautiful Bodies Edition -CBBE- It's meant to be for making outfits but it works perfectly fine with 3ds max and doesn't require skinning the body.

 

Thanks again.

 

 

No need to uninstall HDT heels. SexLab has an option to turn off hdt script effect when animation starts. Simply taking off the shoes before animations should also work. Although in general, you'd want to uninstall HDT heels anyways and instead use NiNode heel offset.

 

Makes sense that the old CBBE bodies could work. Probably skinned to old XPMS before XPMSE came along.

 

 

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I'm having a small issue with my centaurs.  I can't seem to make a jump animation.  How do you get them to move up?  I've tried several different ways but so far none has worked.  If there is a tutorial out there on it, I'd love to see it. Thanks.

Can't rightly say as I can't see what's going on with the skeleton but sounds you got an answer in the centaur thread.

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I'm having a small issue with my centaurs.  I can't seem to make a jump animation.  How do you get them to move up?  I've tried several different ways but so far none has worked.  If there is a tutorial out there on it, I'd love to see it. Thanks.

Can't rightly say as I can't see what's going on with the skeleton but sounds you got an answer in the centaur thread.

 

Yeah, sorry, I should have edited that post to let everyone know.

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  • 2 weeks later...

If anyone would be as kind as to provide a reasonable link for HCT 2011.3 (PM or otherwise) I'd be glad. It's still up on that baidu.com link but it's way too slow and the download keeps timeoutting constantly.

 

Edit: Managed to get a hold of them files.

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  • 1 month later...

Hey pornphile.

I made my own SLAL pack, with my first animation, problem is, the shlong size in the rig is much larger than average shlong in game:

 

Shlong in 3ds max:

 

 

 

Shlong in game:

 

 

 

The average SOS shlong is located a little bit lower and is also smaller, it seems, so the animation has to be redone.

 

My question is, where do I get a functioning Shlong mesh from SOS and how do I attach it to the male character(so it moves with the rig)? Or alternatively, how do I make the existing shlong smaller and relocate it a bit lower so the positioning matches in game?

 

I dug around SOS meshes folder, but the malegenitals_0.nif or malegenitals_1.nif look messed up, and for some reason they get attacked to the female character in 3ds, not the male one(how to I choose which character gets the mesh?)

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  • 2 weeks later...

Hey pornphile.

I made my own SLAL pack, with my first animation, problem is, the shlong size in the rig is much larger than average shlong in game:

 

Shlong in 3ds max:

 

 

 

Shlong in game:

 

 

 

The average SOS shlong is located a little bit lower and is also smaller, it seems, so the animation has to be redone.

 

My question is, where do I get a functioning Shlong mesh from SOS and how do I attach it to the male character(so it moves with the rig)? Or alternatively, how do I make the existing shlong smaller and relocate it a bit lower so the positioning matches in game?

 

I dug around SOS meshes folder, but the malegenitals_0.nif or malegenitals_1.nif look messed up, and for some reason they get attacked to the female character in 3ds, not the male one(how to I choose which character gets the mesh?)

I didn't use SOS because of skinning issues(plus not wanting to mess around with permission for SOS). This issue is why the penis looks messed up in your own SS.

 

Leito's animation source files should have male rigs with fixed SOS skinning. Take one of his animations, reset to T-pose and use as a base.

 

Alternatively, you can straight import the SOS mesh from Leito's scene into a default scene. I don't remember the exact buttons in 3ds Max but it should be the large, very top left logo that you can press that brings up a fairly intuitive menu to choose from. Look for words like 'import from external scene'. Or maybe something to do with 'merge'.

 

Another method is to use Nifskope to export the SOS penis from Leito's scene and import the mesh into a default scene.

 

 

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  • 2 weeks later...
  • 3 weeks later...

Sry if i'm askying something stupid but... my elbows controls just rotate in one direction (Z). I can't make them move in other directions.

 

What am i doing wrong?

I'm going to assume you're talking about the 'Elbow Swivel' control because that's the only thing that can be considered rotating on the Z axis. It's also the only thing labeled with 'Elbow'.

 

The only other thing elbow related is the forearm bone controls but that can only rotate on X. Is this what you're talking about when you're trying to rotate other axis?

 

Typically, the easiest way to pose the arm is to move/rotate the IK(red colored) hand controls + elbow swivel. FK controls are used in very limited motions.

 

If none of this covers what you're doing, be more detailed in what you're attempting.

 

post-8195-0-15552800-1495853351_thumb.jpg

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Ajjjjj!

 

Now my trial version of 3ds max has expired, and the oldest student version is 2015.

 

 

There is a way to download Havok Content Tools for 3ds Max 2015?

 

Ignore my question.

 

HCT 2014.1.1 supports 3ds max 2015!

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Sry if i'm askying something stupid but... my elbows controls just rotate in one direction (Z). I can't make them move in other directions.

 

What am i doing wrong?

I'm going to assume you're talking about the 'Elbow Swivel' control because that's the only thing that can be considered rotating on the Z axis. It's also the only thing labeled with 'Elbow'.

 

The only other thing elbow related is the forearm bone controls but that can only rotate on X. Is this what you're talking about when you're trying to rotate other axis?

 

Typically, the easiest way to pose the arm is to move/rotate the IK(red colored) hand controls + elbow swivel. FK controls are used in very limited motions.

 

If none of this covers what you're doing, be more detailed in what you're attempting.

 

attachicon.gifCapture.JPG

 

 

Srry, maybe my english is not the best.

 

What i was saying is that i can rotate elbow controler in vertical way

 

post-1980804-0-58463100-1496175924_thumb.png

 

 

but not on horizontal way.

 

post-1980804-0-72042600-1496175927_thumb.png

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Sry if i'm askying something stupid but... my elbows controls just rotate in one direction (Z). I can't make them move in other directions.

 

What am i doing wrong?

I'm going to assume you're talking about the 'Elbow Swivel' control because that's the only thing that can be considered rotating on the Z axis. It's also the only thing labeled with 'Elbow'.

 

The only other thing elbow related is the forearm bone controls but that can only rotate on X. Is this what you're talking about when you're trying to rotate other axis?

 

Typically, the easiest way to pose the arm is to move/rotate the IK(red colored) hand controls + elbow swivel. FK controls are used in very limited motions.

 

If none of this covers what you're doing, be more detailed in what you're attempting.

 

attachicon.gifCapture.JPG

 

 

 

Srry, maybe my english is not the best.

 

What i was saying is that i can rotate elbow controler in vertical way

 

attachicon.gifCaptura de pantalla (1).png

 

 

but not on horizontal way.

 

attachicon.gifCaptura de pantalla (2).png

 

Elbows don't work like that. To properly get to that angle also requires rotation from the UpperArm controller on Z axis. And rotation on hand.

post-8195-0-98708600-1496190816_thumb.jpg

 

 

The above method is really slow. Instead, try the following:

1. Set IK/FK Blend = 0

2. Click Move tool

3. Set to World

4. Click on NPC L Hand [LHnd]_IK Ctrl_F and move it around to where you want. NPC L Hand [LHnd]_IK Ctrl_F can also be rotated.

5. Adjust swivel angel.

post-8195-0-44736100-1496189474_thumb.jpg

 

 

Maybe a better example so you don't get confused with IK/FK stuff in the arms is to move+rotate with NPC L Foot [Lft ]_Ctrl_F. Hands work in the same manner.

post-8195-0-81145000-1496190183_thumb.jpg

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Ajjjjj!

 

Now my trial version of 3ds max has expired, and the oldest student version is 2015.

 

 

There is a way to download Havok Content Tools for 3ds Max 2015?

 

Ignore my question.

 

HCT 2014.1.1 supports 3ds max 2015!

 

That combo doesn't work. However, if you achieve success, report back.

 

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