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


pornphile

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Posted

Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

Posted

Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

 

I don't know. I don't have HDT installed.

I don't even have SL installed. Only vanilla bones are beings used. I'll need to get HDT and run some tests.

Posted

 

Hi, I had another question.

 

Do HDT physics work when exporting animations?

 

For example, if I make an animation of her jumping up and down, would the breast & butt physics kick in?

 

Unfortunately the animations I export seem to break the HDT physics extension.

 

Is it because the skeleton is not XP32 extended or something?

 

Update: I think I need to apply ragdoll modifiers of some kind in the 3d studio max scene and then export with havok physics in some way.

 

I don't know. I don't have HDT installed.

I don't even have SL installed. Only vanilla bones are beings used. I'll need to get HDT and run some tests.

 

 

Thanks for installing HDT and testing.

Posted

I've just set up HDT and my exported animation is working with bounce.

 

Thanks for this confirmation. I get bounce on the breasts, but no bounce on the butt. Can you get the butt to bounce on an exported animation?

 

The butt not bouncing isn't a big deal and I've moved on. On a side note, without this controller rig there is no way I could make animations properly, thanks again!

Posted

Yes, butt bounces too.

 

Ensure your mesh has weighted butt bones.

 

Good to see this is helping new animators get up and running.

 

Crap, something must be wrong with my install.

 

Are you using that dream girl body in game?

Posted

 

Crap, something must be wrong with my install.

 

Are you using that dream girl body in game?

 

 

No. I downloaded and tested various bodies until it worked. It was something like HDT pregnant?

Posted

Hi again!

 

Is it possible to move the hand with the red gizmo and then lock the hand in place? 

 

Then move the red circle around the hip, while keeping the hand locked in place?

Posted

Yes. Simply link the Hand_IK Ctrl to Root_Ctrl.

 

Click Select and Link button.

Click Hand_IK Ctrl. The cursor will turn into the link icon.

Click and drag (you will see a dotted line) over to the Root_Ctrl and release click.

Click Select and Move to get out of link mode.

post-8195-0-13978500-1410887733_thumb.jpg

 

The hand will now be independent of the COM_Ctrl. Link the Hand_IK Ctrl back to COM_Ctrl if you want the default behavior back.

Posted

Yes. Simply link the Hand_IK Ctrl to Root_Ctrl.

 

Click Select and Link button.

Click Hand_IK Ctrl. The cursor will turn into the link icon.

Click and drag (you will see a dotted line) over to the Root_Ctrl and release click.

Click Select and Move to get out of link mode.

attachicon.gifCapture.JPG

 

The hand will now be independent of the COM_Ctrl. Link the Hand_IK Ctrl back to COM_Ctrl if you want the default behavior back.

 

I appreciate all your help so far. This helps a great deal.

 

I had one more question.  There is no possible way to get symmetry working is there? For example posing the left side then clicking a button that copies the left to the right side of body?

 

Or perhaps there is a way to click on a blue or red gizmo, copy it's values, then paste them all onto the opposite object, then adjust for the opposite differences if any.

Posted

Rig updated to v0.11. You can now mirror poses. Access pose mirroring tool: Right Click --> CopyPasteTransforms

attachicon.gifcopypaste.JPG

 

OMG YES.....  You are the man!   That saves soooo much time, which allows for the extra time saved to be focused on improving the animations.

Thank you!

Posted

This looks really cool: was wondering if this rig is capable of doing some of the more suttle movements like new vegas ??

http://www.loverslab.com/topic/23986-wip-sexoutng-new-animations/page-51?do=findComment&comment=935193

 

Also does your rig allow hip, Bone roll, heel roll knee roll etc.. ??it looks really good i never gotten that far in 3dmax but blender was totally different. i see you have FK/IK does it allow you to turn it off and then make animation FK then switch to ik like blender ?

Posted

Subtle movements are up to the animator.

 

Not sure what you mean by knee roll but the walkthrough video shows off most of the functions. Yes, you can switch IK/FK and animate in whatever mode (for arms and neck).

Posted

Ah I see. I think knee swivel does something similar. Though from the sound of things, knee target might be more versatile. Nice Fallout rigs, btw.

Posted

I want to say 'not that hard' if this theory works:

 

Import 2nd skeleton, delete unneeded bones, link new bones to hierarchy. Set up controls.

 

What I'm in the dark about is how to export this. You'll need a new rig.txt. And how does the skeleton.hkx relate to all of this?

 

You'll also need bodies with skinned vaginas. Let's see where HDT vaginas head.

Posted

 

 

 

I did make an animation for skyrim some time ago but never got that far into it your rig will probably force me to reinstall 3dmax and try that part again, blender for skyrim had just too much bugs when exporting.

 

I do like the bending for meshes much better done then oblivion/ Fallout.

Posted

 

Import 2nd skeleton, delete unneeded bones, link new bones to hierarchy. Set up controls.

 

What I'm in the dark about is how to export this. You'll need a new rig.txt. And how does the skeleton.hkx relate to all of this?

 

You'll also need bodies with skinned vaginas. Let's see where HDT vaginas head.

 

1. With the rig.txt, the new bones can manually be added to the list, but they have to follow a specific order I think.

 

2. the Skeleton.hkx can be converted to a skeleton.xml using:

 

hkxcmd convert skeleton_female.hkx skeleton_female.xml

 

That xml has to have the new bones added to it. 

 

3. you then convert the skeleton.xml back to hkx

 

hkxcmd convert skeleton_female.xml skeleton_female.hkx -v win32

 

I'm no export on this and have just scratched the surface.

 

 

ON A SIDE NOTE

 

Pornphile, I was wondering if you could help me figure something out.

 

I have a vagina model that I've skinned to NPC r Pussy 02, npc l pussy 02 bones.  The vertexes that I assign to these bones mess up in game.

 

But, if I skin the sides of the vagina model to say the calf bones or the skirt bones, everything animates properly.

 

Do you have any idea what is wrong with those npc pussy bones?

Posted

I've imported these bones into your scene that are intact and connected except for the pussy bone.

 

post-332693-0-35501500-1412037991_thumb.jpg

 

Do I simply use "select and link" connecting the pussy bone to the NPC pelvis bone?

 

You said I need to setup controls, do I have to do this or can I just manually move the bones to animate the vagina?

Posted

The controller rig has 4 vagina bones that you can try to skin to instead. You can animate them manually.

 

NPC R Pussy01

NPC R Pussy02

NPC L Pussy01

NPC L Pussy02

 

You need only link the top hierarchy bones to the pelvis. For example, NPC R Pussy01 is linked to Pelvis. The hierarchy is thus:

 

NPC R Pussy02 --> NPC R Pussy01 --> NPC Pelvis [Pelv]

 

Everythings already linked in the rig. Sorry, I can't help with skinning issues.

Posted

The controller rig has 4 vagina bones that you can try to skin to instead. You can animate them manually.

 

NPC R Pussy01

NPC R Pussy02

NPC L Pussy01

NPC L Pussy02

 

You need only link the top hierarchy bones to the pelvis. For example, NPC R Pussy01 is linked to Pelvis. The hierarchy is thus:

 

NPC R Pussy02 --> NPC R Pussy01 --> NPC Pelvis [Pelv]

 

Everythings already linked in the rig. Sorry, I can't help with skinning issues.

 

Those bones are broken.   Any time I skin either the body vertex or vagina vertex to them, I get vertex problems in game. I cannot figure out why.

 

But, if I skin to say calf or skirt bones, everything works fine.

 

I'm currently deleting those bones above and reimporting these bones:

 

post-332693-0-35501500-1412037991_thumb.jpg

 

Do I simply use "select and link" connecting the pussy bone to the NPC pelvis bone?

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