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


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  • 2 weeks later...

I'm doing something wrong, sorry but I'm clueless...

I'm having a hard time positioning the male actor across a sex scene... It looks ok in Max, but in-game, the male actor appears backwards to the actual scene. The male actor is the only one being rotated/positioned (it's almost as if the male actor's origin haven't been adited at all). I did read something about uncheking all allowed motion options at "extract motion" menu, but either checking all or unchecking didn't help at all.
Tried breaking the constrain betwen the controler and the root bone (both position and orientation) leaves the root at 0,0,0 untwisted in max, but still in game it doesn't do anything...

 

The only thing that worked, oddly enough was keeping the male actor's root controler on his original position on the very first frame of the animation. And starting the actuall scene, as soon at the 2nd frame kicks in. It works, but it feels like really bad improvisation. Plus, sometimes that frame is visible (not every loop but sometimes...)

I'm replacing AP_fisting animations in game. At first I thought it could be some script command that forces the actor's position and orientation regardless of how I pose him, but being able to work around it in the first frame kind of drops that...

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You've went through my tutorial and can successfully export custom idle anims?

 

F+M anims must be exported separately. Delete the rig that you're not exporting. The Extract Motion should be the same as in the picture, which is also the default.

 

In a new scene, use only the Male rig and test the NPC Root [Root]_Ctrl_M to see if it animates correctly in game. If so, you've messed up work flow or animation in your original scene.

 

Perform all your tests by simply replacing mt_idle.hkx. This way you can be sure no scripts or mods are affecting the animation. If you still can't solve it, upload your scene file.

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Thanks a lot PornPhile.

 

I should run more tests but it looks like a script that applies it's own angle to the male actor, or something close to that, it doesn't quite matter which rotation I give the actor. he's always facing backwards as long as it's the AP_fisting_A2 animation. It's normally aligned if I rename my file overwriting another animation.

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  • 1 month later...

Hi Pornphile, long time no see, I'm finally back in the scene.  Thanks for this new two actor scene file you provided btw. I'm using the copy paste transforms script. It works great for position & rotation copy to the opposite side.

 

But is there a way to copy & paste the attributes from the right hand to the left hand?

 

2rw1d7o.jpg

 

 

I also have one more minor problem.

 

I linked the [RHnd]_IK Ctrl_F to NPC Root [Root]_Ctrl_F, so I could keep the hand locked in place while moving the hip forward with [COM ]_Ctrl_F, but unfortunately the hands still move forward when the [COM ]_Ctrl_F moves forward. Any idea how to remedy this?

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Hi Pornphile, long time no see, I'm finally back in the scene.  Thanks for this new two actor scene file you provided btw. I'm using the copy paste transforms script. It works great for position & rotation copy to the opposite side.

 

But is there a way to copy & paste the attributes from the right hand to the left hand?

Use PEN Attribute Holder 2 linked in OP. Select fingers controller, Copy. Select other fingers controller, paste.

post-8195-0-35249600-1426102157_thumb.jpg

 

 

I also have one more minor problem.

 

I linked the [RHnd]_IK Ctrl_F to NPC Root [Root]_Ctrl_F, so I could keep the hand locked in place while moving the hip forward with [COM ]_Ctrl_F, but unfortunately the hands still move forward when the [COM ]_Ctrl_F moves forward. Any idea how to remedy this?

Simply unlink [RHnd]_IK Ctrl_F and leave it unlinked.

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Thanks for your help. Both solutions you gave work perfect.
 
Adding Breathing to Skeleton Controller Rig v0.13 (Experimental)
 
I tried something new.  I made a new bone called NPC Breath, assign .1 weight from the chest verts to this new bone.  I linked the NPC Breath bone to Spine2.  Then I scale keyframed animated some breathing.
 
View My Video

Don't forget to go fullscreen to see the effect.

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You wouldn't happen to know how to rotate the clavicle while keeping the hand locked in place?

 

Also, how would you keep the head locked in place while being able to move the rest of the body?

I wanted to do shoulder roll but couldn't find any info on it. Maybe some kind of IK end effector at the shoulder area. I don't have much time to experiment.

 

Change IK/FK Blend to 0. If you want complete independence, change IK/FK Blend to 0 and unlink it.

post-8195-0-78989000-1426185983_thumb.jpg

 

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  • 2 weeks later...

So guys, Everything was all wonders. working and all. But I moved to Windows 7 and it appears that 3ds Max 12 and back are not available for it, mortly for not being 64 bits. So I wonder can I install Max 2012 on Windows 7 64 bits?, also does the same development pack work? I recall hkxcmd had a line for converting that writes "hkxcmd.exe -v:win32 animation.hkx animation.hkx" (I don't really remember everything so the line is problably wrong, but it does make a straight reference for 32bit windows), or should I take another turn and try running things on a 64 bit 3ds? if there's even a way to do it for Skyrim animations.

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Pornphile,

 

Here is what I want to do:

 

1. select NPC R Hand [RHnd]_IK Ctrl_F

2. Highlight all keyframes that have been set and COPY

3. select NPC L Hand [LHnd]_IK Ctrl_F

4. Paste Opposite all keyframes

 

Is it possible to do this by any chance? Or Do i have to go to each set keyframe and copy & paste pos/rot using the copy/transforms script?

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Question: Open rig, import meshes(body,hands,feet,head), select Controllers_F, set AutoKey, de-select what isn't needed to clean up scene but for the life of me the rig doesn't seem to want to attach itself to the meshes only the rig moves the body is frozen in place. What am I not doing or what am I doing wrong ? been converting armors for a while but first time trying animations. feel rather out of my element.

Use the F+M scene from v0.13 archives. It has the meshes already imported. Delete the male rig, continue with the tutorial.

 

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Pornphile,

 

Here is what I want to do:

 

1. select NPC R Hand [RHnd]_IK Ctrl_F

2. Highlight all keyframes that have been set and COPY

3. select NPC L Hand [LHnd]_IK Ctrl_F

4. Paste Opposite all keyframes

 

Is it possible to do this by any chance? Or Do i have to go to each set keyframe and copy & paste pos/rot using the copy/transforms script?

You can copy/paste an entire track to the other side. However, the X won't be mirrored. Can't think of an easy way to do it.

post-8195-0-05237300-1427157182_thumb.jpg

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A big thumbs up to you pornphile for creating this rig and the corresponding tutorial.

Made learning to animate for me like a cakewalk, compared to animating for xlovers in oblivion.

 

So far, everything works as intended, i'm on my way to create new 2 player animations...however, the attached meshes still bug me.

I know this has been shortly adressed on the first page, but i have to bring this up again. How could i attach a more "voluptuous" bodymesh to the female rig? Only visual or not, it's impossible to get the alignment done properly if i dont use that petite dream girl ingame.

So far, I've tried different "base mods", all of them become more or less distorted. In the end, I'd like to add my own .nif from bodyslide anyway.

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A big thumbs up to you pornphile for creating this rig and the corresponding tutorial.

Made learning to animate for me like a cakewalk, compared to animating for xlovers in oblivion.

 

So far, everything works as intended, i'm on my way to create new 2 player animations...however, the attached meshes still bug me.

I know this has been shortly adressed on the first page, but i have to bring this up again. How could i attach a more "voluptuous" bodymesh to the female rig? Only visual or not, it's impossible to get the alignment done properly if i dont use that petite dream girl ingame.

So far, I've tried different "base mods", all of them become more or less distorted. In the end, I'd like to add my own .nif from bodyslide anyway.

Base UNP/UNPB(not Redux) and base CBBE can be skinned to this. Try unticking Import Skeleton.

 

CBBE underwear version:

post-8195-0-99000300-1427582709_thumb.jpg

 

I don't use bodyslide but the mesh is probably skinned to the latest XPMSE2. If you want to use a BS mesh in this rig, you'll need to:

1. Reskin BS mesh to this rig or

2. Copy weights from 'Base Body mesh' to your 'Bodyslide mesh'

 

Or make due with a body that's skinned to 1.6 skeleton (this rig).

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I don't use bodyslide but the mesh is probably skinned to the latest XPMSE2. If you want to use a BS mesh in this rig, you'll need to:

1. Reskin BS mesh to this rig or

2. Copy weights from 'Base Body mesh' to your 'Bodyslide mesh'

 

 

 

 

Thanks for your reply. I tried to copy the weights from the "dream girl" mesh from your 2 actor scene to my BS mesh through an envelope file, no luck so far, still distorted. 

Here is the BS mesh, in case you want to give it try...

femalebody_1.nif

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Thanks for your reply. I tried to copy the weights from the "dream girl" mesh from your 2 actor scene to my BS mesh through an envelope file, no luck so far, still distorted. 

Here is the BS mesh, in case you want to give it try...

 

This issue is common enough that I've made a guide. But as it doesn't relate to the core functions of the rig, I put it in the animation tutorial under Afterwards - How to quickly reskin a mesh... You'll find the finished reskinned UUNP there.

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  • 2 weeks later...

I solved the problem so I'm editing this post.

 

In order to control a bone's scaleY and scaleZ with a controller, you have to add a ScaleXYZ controller to the bone under "assign controller" rollout under "motion" tab.

 

2eposw5.jpg

 

===============

 

On a side note, for anyone interested. This is a tutorial that shows how to create the controller rigs - https://www.youtube.com/watch?v=_gm_g8do32k&list=PLsnJUqqju-W0U9yMIOjlOFJ6cuENEarFt

 

How to create an attribute holder to control finger curling from parameter rollout

https://www.youtube.com/watch?v=zn2WJMHuVfE&feature=player_detailpage&list=PLsnJUqqju-W0U9yMIOjlOFJ6cuENEarFt#t=260

 

post-332693-0-83605300-1428560793_thumb.jpg

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Yea, that's the tutorial I used to build the rig. Went from zero 3d knowledge and finished in 2 weeks

 

That's impressive btw :)

 

 

I've read that it's a bad idea to scale bones in this way.

 

Is it? That's bad news because I've based my entire skinning on scaling of this bone for the anal area.  It works great in 3d studio max actually. Let me go with it and let's see how it works in game, Canderes said it would be fine, it was actually his idea.

 

I checked some other posts and people said scaling works in game.  What problems have you heard of?

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That's impressive btw :)

During a manic modding phase. Not very healthy

 

Is it? That's bad news because I've based my entire skinning on scaling of this bone for the anal area.  It works great in 3d studio max actually. Let me go with it and let's see how it works in game, Canderes said it would be fine, it was actually his idea.

 

I checked some other posts and people said scaling works in game.  What problems have you heard of?

The tutorial didn't show how to do scaling through attribute so I can't help much. Maybe replace instances of euler xyz with scale?

 

Sure, scaling works in game. Scaling through animation is something else. Before you commit too much, try to animate scale on the bone and see if it gets the results you expect in game. Not to mention non uniform scaling at that.

 

Although it might work in your case. I may be thinking of nodes with children. I'd be interested in your results.

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That's impressive btw :)

During a manic modding phase. Not very healthy

 

Is it? That's bad news because I've based my entire skinning on scaling of this bone for the anal area.  It works great in 3d studio max actually. Let me go with it and let's see how it works in game, Canderes said it would be fine, it was actually his idea.

 

I checked some other posts and people said scaling works in game.  What problems have you heard of?

The tutorial didn't show how to do scaling through attribute so I can't help much. Maybe replace instances of euler xyz with scale?

 

Sure, scaling works in game. Scaling through animation is something else. Before you commit too much, try to animate scale on the bone and see if it gets the results you expect in game. Not to mention non uniform scaling at that.

 

Although it might work in your case. I may be thinking of nodes with children. I'd be interested in your results.

 

 

Bone: NPC R Finger22 [RF22] - Last bone on the middle finger

Animation - YScale from 0 to 3100 - ZScale from 0 to 3000

DID NOT WORK

 

Bone: NPC R Finger21 [RF21] - Middle bone on the middle finger

Animation - YScale from 0 to 3100 - ZScale from 0 to 3000

WORKED

 

The ZScale worked, but why didn't the YScale have an affect? That part of the finger should be wider in addition to longer.

 

4j6ow1.jpg

 

In my case the NPC Anus Sides bone would be connected to NPC Pelvis, does that mean I have to add a bone before NPC Anus Sides and animate that one?

 

Basically, scale animate the parent?

 

I made another post here looking for more feedback - http://www.loverslab.com/topic/45540-is-it-possible-to-animate-using-non-uniform-scaling-of-a-bone/?p=1139125

 

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In my case the NPC Anus Sides bone would be connected to NPC Pelvis, does that mean I have to add a bone before NPC Anus Sides and animate that one?

 

Basically, scale animate the parent?

 

I made another post here looking for more feedback - http://www.loverslab.com/topic/45540-is-it-possible-to-animate-using-non-uniform-scaling-of-a-bone/?p=1139125

If you scaled the parent, you'd get results similar to your screenshot. Unless that's the kind of scaling you want. SOS got around this issue by using script based scaling. Not sure about SAM.

 

Your results are consistent with this post.

 

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