trepleen Posted September 13, 2014 Posted September 13, 2014 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.
bleagh Posted September 13, 2014 Posted September 13, 2014 This is pretty sweet, makes the way I've been doing it look pretty sad. lol
pornphile Posted September 13, 2014 Author Posted September 13, 2014 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.
trepleen Posted September 13, 2014 Posted September 13, 2014 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.
pornphile Posted September 13, 2014 Author Posted September 13, 2014 I've just set up HDT and my exported animation is working with bounce.
trepleen Posted September 13, 2014 Posted September 13, 2014 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!
pornphile Posted September 13, 2014 Author Posted September 13, 2014 Yes, butt bounces too. Ensure your mesh has weighted butt bones. Good to see this is helping new animators get up and running.
trepleen Posted September 14, 2014 Posted September 14, 2014 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?
pornphile Posted September 14, 2014 Author Posted September 14, 2014 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?
trepleen Posted September 16, 2014 Posted September 16, 2014 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?
pornphile Posted September 16, 2014 Author Posted September 16, 2014 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. 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.
trepleen Posted September 19, 2014 Posted September 19, 2014 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. Capture.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.
pornphile Posted September 19, 2014 Author Posted September 19, 2014 Rig updated to v0.11. You can now mirror poses. Access pose mirroring tool: Right Click --> CopyPasteTransforms
trepleen Posted September 20, 2014 Posted September 20, 2014 Rig updated to v0.11. You can now mirror poses. Access pose mirroring tool: Right Click --> CopyPasteTransforms copypaste.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!
D_ManXX2 Posted September 24, 2014 Posted September 24, 2014 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 ?
pornphile Posted September 24, 2014 Author Posted September 24, 2014 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).
D_ManXX2 Posted September 25, 2014 Posted September 25, 2014 Knee roll is just IK target bone. to point the knee too. Thanks for the heads up.
pornphile Posted September 25, 2014 Author Posted September 25, 2014 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.
trepleen Posted September 26, 2014 Posted September 26, 2014 The following body has a vagina that uses the 1.93a skeleton and a few additional bones that have been added, that allow the pussy to be animated. www.nexusmods.com/skyrim/mods/54814/ How hard would it be to get their custom bones used for vagina animation into your controller rig or just in the same scene?
pornphile Posted September 26, 2014 Author Posted September 26, 2014 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.
D_ManXX2 Posted September 27, 2014 Posted September 27, 2014 FuckingInSkyrim.7z 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.
trepleen Posted September 29, 2014 Posted September 29, 2014 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?
trepleen Posted September 29, 2014 Posted September 29, 2014 I've imported these bones into your scene that are intact and connected except for the pussy bone. 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?
pornphile Posted September 30, 2014 Author Posted September 30, 2014 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.
trepleen Posted September 30, 2014 Posted September 30, 2014 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: Do I simply use "select and link" connecting the pussy bone to the NPC pelvis bone?
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