trepleen Posted October 3, 2014 Posted October 3, 2014 You'd have to delete the position constraints, then go into bone tools and untick Bone On. This lets you move the COM bone around. Then constrain it back to the controller. I can't guarantee results. You're free to do what you want with the rig. CopyPasteTransform: http://www.scriptspot.com/3ds-max/scripts/copy-paste-transforms Thanks! I appreciate taking the time, this is turning out to be an addicting hobby lol. You don't mind if I document what I do so it gets indexed by google? NPC Root Position Constraint 1. Select NPC Root then under the motion tab look for position constraint under position list and delete the position constraint. 2. Turn NPC Root bone off 3. Set Y back to 0 4. Turn NPC Root bone on 6. Ensure NPC Root Controller Y is 0 7. Select NPC Root and create a position constraint back on to NPC COM Controller The rest of the bones should not have the -0.35 offset anymore.
trepleen Posted October 3, 2014 Posted October 3, 2014 If you're ever too busy to respond, I never want to intrude or be rude, but this bone has me stumped: AnimObjectL (Rotation) Vanilla (parent) = -1.976, -112.953, 86.354 1.6 (parent) = -180.0, -70.0, -90.0 I can change the X & Z with no problems 1.6 (parent) = -1.976, -70.0, 86.354 As soon as I change the Y to -112.953, it changes all three values to 178.024, -67.047, -93.646. Is there something that is influencing AnimObjectL preventing it from having it's rotation set? My goal is to make every single vanilla bone on 1.6 match the vanilla skeleton in every possible way just to be thorough and learn a lot about skeleton/controllers in the process.
pornphile Posted October 3, 2014 Author Posted October 3, 2014 If you're ever too busy to respond, I never want to intrude or be rude, but this bone has me stumped: AnimObjectL (Rotation) Vanilla (parent) = -1.976, -112.953, 86.354 1.6 (parent) = -180.0, -70.0, -90.0 I can change the X & Z with no problems 1.6 (parent) = -1.976, -70.0, 86.354 As soon as I change the Y to -112.953, it changes all three values to 178.024, -67.047, -93.646. Is there something that is influencing AnimObjectL preventing it from having it's rotation set? My goal is to make every single vanilla bone on 1.6 match the vanilla skeleton in every possible way just to be thorough and learn a lot about skeleton/controllers in the process. I don't know. I never touched that bone. No controllers are influencing them. this is turning out to be an addicting hobby lol. Don't ever get into modelling. You'll never finish your companion mod. If you have OCD, I hope you didn't notice that the vanilla skeleton isn't symmetrical in world position.
trepleen Posted October 3, 2014 Posted October 3, 2014 If you have OCD, I hope you didn't notice that the vanilla skeleton isn't symmetrical in world position. LOL
trepleen Posted October 4, 2014 Posted October 4, 2014 I've attached the vanilla bone list to be used for havok export. I'm going to try and get the word out to all animators, that if you create an animation that doesn't use custom bones, then just export the animation using the vanilla bone list, instead of the XP32 1.6 list. If animation using vanilla bones only, then use the vanilla rig text file - vanilla_rig_99bones.txt vanilla_rig_99bones.txt If animation only uses the first 109 bones (butt, breast without HDT), then use the 1.6 basic. - XPMS RIG 1.6 Basic.txt Since HDT is becoming popular, I can see animations being exported with the vanilla list in most cases now. Problematic Examples: FNIS sexy move animations were exported with an old rig list of 210 bones even though he only used the first 109. This animation causes problems with the vagina model I made using custom bones since bone order is extremely important. I edited the sexy move # 9 HKX files and removed all bones from 99 and up and it fixed the problem. Another example is that I've created a hugging and kissing animation. I exported using the XPMS RIG 1.6 Full.txt (242 bones) which was wrong, I should just use the vanilla basic bone rig text file since the hugging and kissing animation only uses the first 99 bones of vanilla skeleton. Just wanted to put this information out there and include a vanilla rig list for vanilla bones animations.
blabba Posted November 1, 2014 Posted November 1, 2014 Sup pornphile! Cool work on the skeleton rig. I just finished cleaning up Groovtama's XPMSE 2.14 (female) skeleton for 3dsMax skinning/animation. IDK if it'd be too much work for you to update the rig to use this skeleton, but if you want to here it is XPMSE 2.14 Max Resource.rar
pornphile Posted November 11, 2014 Author Posted November 11, 2014 No plans from me currently. What differences(advantages) would there be animating with XPMSE vs vanilla skeleton?
Leito86 Posted November 11, 2014 Posted November 11, 2014 Just curious. Looking forward to trying this out.
Leito86 Posted December 12, 2014 Posted December 12, 2014 Hmm, need creature rigs too. That...would be amazballs.
Raziara Posted December 15, 2014 Posted December 15, 2014 Is there any way I might be able to get this to work with a male mesh? All of the ones I've tried - vanilla, SOS, and SAM - have torn and distorted horribly in 3DS Max. I'm aware that it only acts as a visual aid, and that it wouldn't really affect the animation, but I've been working with my own alternate animations for SexLab. Having a male mesh helps with positioning a great deal.I know I could always simply use the rig I had working, but this one seems much easier to use, especially when it comes to the hands and arms.
pornphile Posted December 15, 2014 Author Posted December 15, 2014 Is there any way I might be able to get this to work with a male mesh? FavoredSoul's Better Males
Raziara Posted December 16, 2014 Posted December 16, 2014 Is there any way I might be able to get this to work with a male mesh? FavoredSoul's Better Males Ah! Thank you! That worked perfectly. Sorry for the bother.
D_ManXX2 Posted December 26, 2014 Posted December 26, 2014 Pornphile i have small question ?? NewD_ManXX2_FingerAction_InBlender.7z I am jumping on 3dmax soon, but was wondering how to effectively use 3dmax to be able to make the mesh more flexible like i currently can in older blender ?? Right now i have made ik for fingers so the fingers will actually move the way it should like bending etc.. right now when i attach the hand to an object and activate finger ik the hand can move around but the finger will simulate the bending part automatically. Can your rig currently support this before i do some for skyrim ?? or do i need to learn to perform ik in 3dmax like i can in blender ?? i hope you can understand what i am trying to say English is not my native language.
pornphile Posted December 26, 2014 Author Posted December 26, 2014 Pornphile i have small question ?? NewD_ManXX2_FingerAction_InBlender_1.jpgNewD_ManXX2_FingerAction_InBlender_2.jpgNewD_ManXX2_FingerAction_InBlender_3.jpg NewD_ManXX2_FingerAction_InBlender.7z I am jumping on 3dmax soon, but was wondering how to effectively use 3dmax to be able to make the mesh more flexible like i currently can in older blender ?? Right now i have made ik for fingers so the fingers will actually move the way it should like bending etc.. right now when i attach the hand to an object and activate finger ik the hand can move around but the finger will simulate the bending part automatically. Can your rig currently support this before i do some for skyrim ?? or do i need to learn to perform ik in 3dmax like i can in blender ?? i hope you can understand what i am trying to say English is not my native language. I think I understand what you're asking. You want IK for the fingers so that they remain planted while you animate the hand separately (similar to foot IK). No, my rig can't do that. When I was building this rig, I did give finger IK some thought and some issues occurred to me: - Most people don't bother animating the fingers anyway. Understandable as they can be a pain to animate. - Finger IK would make it easier to animate but you'd still want FK for more stylized poses. Finger IK would be good for situations you described tho. - Technical limitations (perhaps my own) prevented me from incorporating IKs with presets. There were probably other reasons but in the end I opted to go FK with finger presets. This way, the animator spends as little time as possible animating the fingers (or so I imagine). I'll probably revisit this issue later. Would love to hear your thoughts.
D_ManXX2 Posted December 27, 2014 Posted December 27, 2014 Indeed the major bug so far is the finger bending like jello. i was trying to achieve something else: NewD_ManXX2_JerkingOff.7z The thing i need to look for making more effective use of limit rotations. but math was never my strong suite.
Leito86 Posted January 11, 2015 Posted January 11, 2015 Hey pornphile, I'm trying to animate NPC Root [Root]_Ctrl_F but for whatever reason, the animations from that control doesn't play in game. Do you know if it's possible to animate that control and have it animate properly in game? Thanks.
pornphile Posted January 11, 2015 Author Posted January 11, 2015 Hey pornphile, I'm trying to animate NPC Root [Root]_Ctrl_F but for whatever reason, the animations from that control doesn't play in game. Do you know if it's possible to animate that control and have it animate properly in game? Thanks. I don't have access to my game files atm. I can look into it in a few hours. Can you animate the rotations in game? Or are you animating the translation? Edit: It may also have to do with some settings in HTC:
Leito86 Posted January 11, 2015 Posted January 11, 2015 Hey pornphile, I'm trying to animate NPC Root [Root]_Ctrl_F but for whatever reason, the animations from that control doesn't play in game. Do you know if it's possible to animate that control and have it animate properly in game? Thanks. I don't have access to my game files atm. I can look into it in a few hours. Can you animate the rotations in game? Or are you animating the translation? I did a quick test doing both rotation and translation but none of the transformations appear in-game.
pornphile Posted January 11, 2015 Author Posted January 11, 2015 I did some test animations using the latest archives and NPC Root [Root]_Ctrl_F animates fine in game. PM your scene file
Leito86 Posted January 11, 2015 Posted January 11, 2015 I just saw your edited post on the "extracting motion" menu. Yep that did the trick. I ticked them all off and now the global character control plays in-game as intended. Thanks!!!
holtof55 Posted January 22, 2015 Posted January 22, 2015 Sup pornphile! Cool work on the skeleton rig. I just finished cleaning up Groovtama's XPMSE 2.14 (female) skeleton for 3dsMax skinning/animation. IDK if it'd be too much work for you to update the rig to use this skeleton, but if you want to here it is a rig file is needed for this?
holtof55 Posted January 22, 2015 Posted January 22, 2015 Sorry, but you can set the controller male skeleton with bones and a member of the testicles?
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