Airock Posted April 10, 2015 Posted April 10, 2015 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. 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 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. SOS has scaling baked into its actual skeleton animation for erect animations. (i.e. fasterect, slowerect, bend 1-9) The scripted scaling is just to choose an overall genital size in MCM. I have gotten a scaling animation working in-game,...but you may not be able to scale endpoint bones like you are suspecting. Adding a Butt Side01 after the main butt side bone would be my first move if the scaling wont export or work in skyrim using scaling transforms on a endpoint bone. Also treep, about adding a tongue to animate, its gonna be tricky. I've been looking into it, and you'll need single axis scaling on it to animate it sticking out the mouth,...also gonna need to link it to an MFG animation to have the mouth open during tongue animations. Theres already a tongue mesh inside the mouth mesh used during MFG animations in-game, already texture mapped. Just need to add a bone chain off npc head and paint the weights on the tongue mesh.
ZaZ Posted April 10, 2015 Posted April 10, 2015 Maybe you could make one for Paired animations as well , I will upload the Converted Paired Animation Rig Which I use in Blender, I managed to Bring it to max and export a human-human paired animation TO Just No IK, it follows the same principle of the Tutorial here , Its just that the bodies are rigged http://www.nexusmods.com/skyrim/mods/49311/? Will Upload it this weekend Lets see Cheers
Groovtama Posted April 10, 2015 Posted April 10, 2015 Animations have far more unknowns variables than papyrus scaling, also other stuff that might fuck it, ex. different rig map, defaults in them. Also animation can also only scale uniform, havok just exports one scale to the default, not 3. The pictures looks more as a moved bone not as a scaled bone. Btw we have morphs now if you wanna do a tongue use morphs, is like ten times easier than using animation and papyrus for it. If you wanna hdtify it later you can attach a collision to the shout bone or so.
D_ManXX2 Posted April 10, 2015 Posted April 10, 2015 Not sure how 3dmax has option but normally in blender if you want to make use of scaling it is better to use drivers. That way it is internal blender itself that calculate the scaling for you accordingly.
trepleen Posted April 10, 2015 Posted April 10, 2015 Also animation can also only scale uniform, havok just exports one scale to the default, not 3. The pictures looks more as a moved bone not as a scaled bone. Thanks groov, you saved me a lot of time. I did some research to confirm. Havok supports non-uniform scale in animation however Gamebryo does not, this means any animation exported to the Gamebryo format may lose information when this is present. This means I can only use bone scaling for animation on a single axis which I can still work with fortunately. Btw we have morphs now if you wanna do a tongue use morphs, is like ten times easier than using animation and papyrus for it. If you wanna hdtify it later you can attach a collision to the shout bone or so. Do you have any more information to get started on getting morphs to work? Not sure how 3dmax has option but normally in blender if you want to make use of scaling it is better to use drivers. That way it is internal blender itself that calculate the scaling for you accordingly. I assigned a ScaleXYZ driver to the middle finger bone, but only one axis ended up working.
Groovtama Posted April 10, 2015 Posted April 10, 2015 Btw we have morphs now if you wanna do a tongue use morphs, is like ten times easier than using animation and papyrus for it. If you wanna hdtify it later you can attach a collision to the shout bone or so. Do you have any more information to get started on getting morphs to work? Annoy cellery and blabbara how to do tri files, the rest is just making calls with nioveride or chargen depending how you make it in the end.
pornphile Posted April 11, 2015 Author Posted April 11, 2015 Maybe you could make one for Paired animations as well , I will upload the Converted Paired Animation Rig Which I use in Blender, I managed to Bring it to max and export a human-human paired animation Can you provide the rig file and havok filters? I've left both skeletons at the origin. 3DS2009 XPMS 1-6 T-POSE_Controller Rig_F+M (Paired)_v0.13_EXPERIMENTAL.7z Personally, I'm staying away from paired anims. I worked with them before and was trying to break them apart. Didn't like that you couldn't maintain individual scales.
ZaZ Posted April 11, 2015 Posted April 11, 2015 http://www.nexusmods.com/skyrim/mods/64629/? I uploaded my Own Rig , if you want to check it out , just doesn't have IK Cheers
pornphile Posted April 11, 2015 Author Posted April 11, 2015 I took a look at your rig. Besides body meshes and 3rd person cam, what are the differences from Kentington's?
ZaZ Posted April 11, 2015 Posted April 11, 2015 I took a look at your rig. Besides body meshes and 3rd person cam, what are the differences from Kentington's? There is no Difference, other than those mentioned , You can also look at the Examples for the animation for Animated Cam , if the cam is not animated the person will be in 3rd person mode during the Animation and cam will not be animated. it will stay there till the animation is complete. Best is to move both 3rd person cams to the side the FOV facing the Actors to give it a 2d'ish side view The 3rd Person Camera MESH (FOV) originally faces down and is located very close to the head bone, The Only the object had to be Adjusted to get the camera mesh right Basically the Field of View , With this Adjusted one can get a pretty decent approximation of what will come in the Animated CAM Frame with the KM or Paired animation is played Without the Animated Cam it Should also work in 3d Person as Normal , But It will stay there Static. In those Examples provided, I have key framed the 3rd person CAM in 3dsMax Only, And Using FNIS there has never been an issue when running it as a spell it plays as it does in Max Cheers
trepleen Posted April 12, 2015 Posted April 12, 2015 SOS has scaling baked into its actual skeleton animation for erect animations. (i.e. fasterect, slowerect, bend 1-9) I have gotten a scaling animation working in-game,...but you may not be able to scale endpoint bones like you are suspecting. Adding a Butt Side01 after the main butt side bone would be my first move if the scaling wont export or work in skyrim using scaling transforms on a endpoint bone. Can you tell me how you got that scaling animation working in game? Is it the SOS animations or another animation? Maybe I can ask that animator why I'm having trouble. I can't scale animat the two custom bones that I've added, although they rotate just fine via animation. Structure NPC Pelvis ---> NPC Anus Bottom Parent ---> NPC Anus Bottom SUCCESS: I've added two custom bones to skeleton.nif, skeleton.hkx and can animate them via rotation with no problems. SUCCESS: I can scale animate the NPC R Finger22 [RF22] by scaling it's parent bone NPC R Finger21 [RF21]. PROBLEM: I can't get NPC Anus Bottom Parent or NPC Anus Bottom bone to animate via scaling in game. What's the difference between NPC R Finger21 [RF21] and my custom bone that I added NPC Anus Bottom Parent? In the skeleton.hkx I made sure NPC Anus Bottom Parent has it's locktranslation set to true just like the middle finger parent bone. I've tried false and true, but neither work. <hkobject> <hkparam name="name">NPC Anus Bottom Anim</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">NPC Anus Bottom</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> These are the quaternion positions of the two bones I added. The first is the position/rotation of NPC Anus Bottom Parent. The second is NPC Anus Bottom (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) I even tried adding my two custom bones to: <hkparam name="unmappedBones" numelements="83"> 0 1 2 3 5 12 13 14 15 16 17 18 19 20 21 22 23 27 30 33 34 37 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 115 116 </hkparam> I also tried using "Bake Scale" on Havok export. I wonder if there is a difference between NPC R Finger21 [RF21] bone and my custom bone NPC Anus Bottom Parent in 3d studio max?
trepleen Posted April 12, 2015 Posted April 12, 2015 Okay I figured it out. I redid everything from scratch and this time I made three bones to control a single part of the mesh. (Notice preAss on the right) I scale animated NPC PreAss and it successfully scale animated NPC Ass, BUT the scale animation only works on a single axis. The NPC PreAss bone points towards X so it only scales on the X axis. The Middle Finger bone points towards the Z so it only scales along the Z axis. Weird huh? I'm not explaining it correclty so here is the screenshot: Well the good news it works now, and I think its' because I need three bones total. UPDATE: I was also able to scale animate the NPC PreAss0 bone but only on the X axis. SOS has scaling baked into its actual skeleton animation for erect animations. (i.e. fasterect, slowerect, bend 1-9) I have gotten a scaling animation working in-game,...but you may not be able to scale endpoint bones like you are suspecting. Adding a Butt Side01 after the main butt side bone would be my first move if the scaling wont export or work in skyrim using scaling transforms on a endpoint bone. Can you tell me how you got that scaling animation working in game? Is it the SOS animations or another animation? Maybe I can ask that animator why I'm having trouble. I can't scale animat the two custom bones that I've added, although they rotate just fine via animation. Structure NPC Pelvis ---> NPC Anus Bottom Parent ---> NPC Anus Bottom SUCCESS: I've added two custom bones to skeleton.nif, skeleton.hkx and can animate them via rotation with no problems. SUCCESS: I can scale animate the NPC R Finger22 [RF22] by scaling it's parent bone NPC R Finger21 [RF21]. PROBLEM: I can't get NPC Anus Bottom Parent or NPC Anus Bottom bone to animate via scaling in game. What's the difference between NPC R Finger21 [RF21] and my custom bone that I added NPC Anus Bottom Parent? In the skeleton.hkx I made sure NPC Anus Bottom Parent has it's locktranslation set to true just like the middle finger parent bone. I've tried false and true, but neither work. <hkobject> <hkparam name="name">NPC Anus Bottom Anim</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">NPC Anus Bottom</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> These are the quaternion positions of the two bones I added. The first is the position/rotation of NPC Anus Bottom Parent. The second is NPC Anus Bottom (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) I even tried adding my two custom bones to: <hkparam name="unmappedBones" numelements="83"> 0 1 2 3 5 12 13 14 15 16 17 18 19 20 21 22 23 27 30 33 34 37 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 115 116 </hkparam> I also tried using "Bake Scale" on Havok export. I wonder if there is a difference between NPC R Finger21 [RF21] bone and my custom bone NPC Anus Bottom Parent in 3d studio max?
Airock Posted April 16, 2015 Posted April 16, 2015 Okay I figured it out. I redid everything from scratch and this time I made three bones to control a single part of the mesh. (Notice preAss on the right) I scale animated NPC PreAss and it successfully scale animated NPC Ass, BUT the scale animation only works on a single axis. The NPC PreAss bone points towards X so it only scales on the X axis. The Middle Finger bone points towards the Z so it only scales along the Z axis. Weird huh? I'm not explaining it correclty so here is the screenshot: Well the good news it works now, and I think its' because I need three bones total. UPDATE: I was also able to scale animate the NPC PreAss0 bone but only on the X axis. SOS has scaling baked into its actual skeleton animation for erect animations. (i.e. fasterect, slowerect, bend 1-9) I have gotten a scaling animation working in-game,...but you may not be able to scale endpoint bones like you are suspecting. Adding a Butt Side01 after the main butt side bone would be my first move if the scaling wont export or work in skyrim using scaling transforms on a endpoint bone. Can you tell me how you got that scaling animation working in game? Is it the SOS animations or another animation? Maybe I can ask that animator why I'm having trouble. I can't scale animat the two custom bones that I've added, although they rotate just fine via animation. Structure NPC Pelvis ---> NPC Anus Bottom Parent ---> NPC Anus Bottom SUCCESS: I've added two custom bones to skeleton.nif, skeleton.hkx and can animate them via rotation with no problems. SUCCESS: I can scale animate the NPC R Finger22 [RF22] by scaling it's parent bone NPC R Finger21 [RF21]. PROBLEM: I can't get NPC Anus Bottom Parent or NPC Anus Bottom bone to animate via scaling in game. What's the difference between NPC R Finger21 [RF21] and my custom bone that I added NPC Anus Bottom Parent? In the skeleton.hkx I made sure NPC Anus Bottom Parent has it's locktranslation set to true just like the middle finger parent bone. I've tried false and true, but neither work. <hkobject> <hkparam name="name">NPC Anus Bottom Anim</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">NPC Anus Bottom</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> These are the quaternion positions of the two bones I added. The first is the position/rotation of NPC Anus Bottom Parent. The second is NPC Anus Bottom (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) (0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000) I even tried adding my two custom bones to: <hkparam name="unmappedBones" numelements="83"> 0 1 2 3 5 12 13 14 15 16 17 18 19 20 21 22 23 27 30 33 34 37 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 115 116 </hkparam> I also tried using "Bake Scale" on Havok export. I wonder if there is a difference between NPC R Finger21 [RF21] bone and my custom bone NPC Anus Bottom Parent in 3d studio max? It was an SOS animation. I used the rig I sent you with the helper nodes for genitalbase and 1-6 + genitalbase. I took a genital animation for an actor and saved the animation for the genital bones,...then opened up that helper rig and loaded the animation. I could scale all the genital bones by exporting just those bones and replacing a current SOS animation such as SOSslowerect. then in game player.sae sosslowerect would play the new scaling animation. however this is a modular animation in the auxbones folder. Its not part of the main skeleton.hkx. It was a uniform scale on all axis. If I try that on a non-SOS animation, HCT wont even let me export it,...but I haven't tested it beyond one time on one bone. Also didn't try scaling specific axis. All I did was uniform scaling. You can try to get in touch with Smurf or Vectorplexus. If you can get in contact with Smurf im sure you'd get the answers you're looking for. Also,...Fore may know about scaling animation in skyrim.
D_ManXX2 Posted May 1, 2015 Posted May 1, 2015 I was wondering to you pro's to 3dmax does 3dmax currently have anything like blender like shortcut keys to move, rotate bones with simple key press ?? i find it very hard to navigate in 3dmax.
pornphile Posted May 1, 2015 Author Posted May 1, 2015 I was wondering to you pro's to 3dmax does 3dmax currently have anything like blender like shortcut keys to move, rotate bones with simple key press ?? i find it very hard to navigate in 3dmax. W, E, R = Move, Rotate, Scale I think you can customize most of the key binds too
D_ManXX2 Posted May 1, 2015 Posted May 1, 2015 I think it is not the key persee that makes it difficult for me. what does the thing around the reticle means when you press move, rotate ?? especially the yellow part i think that is what makes it currently more difficult for me to move around the scene in 3dmax, in blender i just use key press up, down, left and right to move along the scene, also when i press r i can move with just the mouse alone do i need to press something or keep something pressed to move around ??
pornphile Posted May 1, 2015 Author Posted May 1, 2015 Oh you want to navigate in the viewport? I mostly just use the mouse: Pan = middle mouse + drag Orbit = ALT + middle mouse Walkthrough Mode lets you move around with the arrow keys: Viewport Controls I don't know about the yellow reticle. SS?
rydin Posted May 28, 2015 Posted May 28, 2015 I need to come and say (if I haven'talready) thank for these rigs. Animating with them is soo much easier. I need to look at how to rig for future reference. i tried to do aniamting on the Draugr just by using the bones and I swear It took me about an hour just to align the positions!
Suludi Posted June 8, 2015 Posted June 8, 2015 This is awesome... now I wish I had a rig for a werewolf, too.
Suludi Posted June 9, 2015 Posted June 9, 2015 ... Gods, I'm so insane. I spent the entire night making a werewolf/woman sex scene... it's not even a useable animation for the game, just 47 seconds of clumsy movement. lol.
Jimcarry Posted August 13, 2015 Posted August 13, 2015 How do you make the skeleton revert back to the default T pose? I tried right clicking and looking for the transform 0 option, but it's not there. Using max version 2012.
Serithi Posted August 13, 2015 Posted August 13, 2015 How do you make the skeleton revert back to the default T pose? I tried right clicking and looking for the transform 0 option, but it's not there. Using max version 2012. If you did it with an animation, just delete all the keys in all the animation frames.
pornphile Posted August 13, 2015 Author Posted August 13, 2015 - Resetting a selected controller(s) to default: Alt+Right Click-->Transform To Zero. ie you must select a controller first.
Jimcarry Posted August 13, 2015 Posted August 13, 2015 - Resetting a selected controller(s) to default: Alt+Right Click-->Transform To Zero. Untitled-1.jpg ie you must select a controller first. Thanks so much.
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