krittakitty Posted December 21, 2015 Posted December 21, 2015 This is cool and all but its taking a long time. I just like the SOS to work on the Lykaios. Is there a way to make that happen? As it is, you can force SOS on the actor now but the textures will be for Khajiit.
PaulGreen Posted December 22, 2015 Posted December 22, 2015 I did a little more.. try this, tell me if it works or not. Should be able to import and export a .tri file using the new blender. There is a little bit of info at the top of each script. They're not a demonstratio of programming skill.. I believe it works, but it isn't pretty. It can't work with some TRI files that aren't standard format, like the Bodyslide ones. Just use bodyslide or the respective program to deal with them. Export exports the one currently selected object only. Testing this, I happens to notice that a number of the tri files have mistakes in them.. I wonder if people have noticed. Like, the female argonian heads have a misplaced set of vertices in the eyes, so during some of the expressions (like "anger") the eye socket becomes all messed up. Maybe that one is hidden by the eyeball... Same a previously: I certify that this plugin downloaded from this post is fine, but don't attach and run plugins from random sources without reviewing the code first. io_export-import_trinew.7z
Porsche_Dog Posted December 22, 2015 Author Posted December 22, 2015 I intentionally keep blender 2.49b and then latest verison installed to address these types of issues, heh... Could install old blender to use the old .tri import plugin. Sometimes, this causes python pathing problems, but if you use the .zip version, should be okay. This has worked for me. Command line interface only, a little clunky, but it works and is straight forward. There are probably some tools that are less clunky.. http://www.nexusmods.com/skyrim/mods/30162/? Text file controls it. Base file is something like Base.obj . Each of the morphs are extracted as Base_morphname.obj with a text file listing the base file on the first line, then each morph file after. To create a .tri , add the base model file as the first line of a text file, and each morph after, following that naming convention. The OBJ files should have as a first line (right above all the v "X.xxx Y.yyy Z.zzz" lines) the text "o morphname". So file looks like o Base v .... v .... v ... and o morphname v ... v ... v ... I don't usually use blender for these tasks, so... not that familiar. For blender, the idea for using a sequence of similar meshes is "shapekeys". It looks like all that the original .tri importer did was parse the .tri file, get the different morphs as data (like, just .obj files, basically), and then import each one by one, applying them as shapekeys to the base mesh. If you can find a way to import a directory of .obj's as shape morphs for a mesh in blender, that's basically the same thing. I can't seem to find one though... I'm kinda surprised it doesn't exist. You wouldn't happen to have a copy of the .exe for v.2.49b would you?
Porsche_Dog Posted December 22, 2015 Author Posted December 22, 2015 I did a little more.. try this, tell me if it works or not. Should be able to import and export a .tri file using the new blender. There is a little bit of info at the top of each script. They're not a demonstratio of programming skill.. I believe it works, but it isn't pretty. It can't work with some TRI files that aren't standard format, like the Bodyslide ones. Just use bodyslide or the respective program to deal with them. Export exports the one currently selected object only. Testing this, I happens to notice that a number of the tri files have mistakes in them.. I wonder if people have noticed. Like, the female argonian heads have a misplaced set of vertices in the eyes, so during some of the expressions (like "anger") the eye socket becomes all messed up. Maybe that one is hidden by the eyeball... Same a previously: I certify that this plugin downloaded from this post is fine, but don't attach and run plugins from random sources without reviewing the code first. ...may have been helpful if I read this first before hastily posting lol I'll give it a whirl and report back with my findings!
Porsche_Dog Posted December 22, 2015 Author Posted December 22, 2015 Well, I gave it a shot and turned up with an error :/ By no means am I a programmer (less you consider HTML, CSS, and Java as real programming lol) but maybe all this makes more sense to you than I. All it did for me was make me take a long drag from my e-fag XD Install path I used; C:\Program Files\Blender Foundation\Blender\2.74\scripts\addons Then I went into blender to 'install' it through user prefs menu. I'm guessing these new versions don't automatically detect new scripts/abilities. I was also begginning to wonder, what other format will save it remotely close to that of a .tri then maybe there is a program that can take it and convert it to .tri?
PaulGreen Posted December 22, 2015 Posted December 22, 2015 tl ; dr is in the green text. I'm not %100 up on the convention of dealing with TRI files. To an extent, I accepted a few things I didn't understand in the original script as just part of arbitrary convention. I think the deal is that TRI files can have two kinds of morphs, "Full" morphs that include the new positions of every vertex in the model and "partial" morphs that only specify a subset of the vertices. The subsets are things like "rigth eye" and "left eye". A quick search breings up this. Regarding skyrim's use of the TRI files: .., the big difference is that the 'mod' morphs aren't used. Children use them, but we'll disregard that, cos they're little ragamuffins anyway, and modverts are a HUGE PAIN. So, for non-ragamuffins, things like blink/look/squint are just regular morphs now. I think the idea is that the "additional morphs" as it's called in the script are those "mod" morphs throttlekitty mentions in the quote. The naming error you see if a result of this dual-format morph being in the file. Every morph must have an index number as part of it's name, either in brackets for the "full" morph or in parenthesis for the "mod" morphs. The [ ] or ( ) in the name determined what kind of morph the exporter should created from the shape key. Regardless, you have to have some form of index number in the name of the shapekey. For Skyrim, this convention might be done away with since the distinction isn't really important, I don't know currently. In short, (unless dealing with a child model) in Skyrim, every shapekey name should have an index number (starting from 1) in brackets after the name such as Anger [5] . import a tri file and look at the shape key names to get an idea. I do have the original official download of blender. I'll attach here. If the internet finds this and decrees I'm disturbing the force by indirectly hosting a blender download, take it down, I guess, heh. TRI is its own format, and isn't a standard. You need some program specifically to convert to TRI. The actual data in the file is pretty standard and not hard to read / create. As I mentioned at first, just using a directory of standard .obj files works, using that first program. Every morph is exported as it's own .obj model file and you can pack up a list of .obj files into a .tri. I sometimes use Zbrush to deal with these sorts of "morph" things (program I'm used to) and have to do it the 30-obj-file way since there isn't an importer/exporter... blender-2.49b-win64-python26.zip
krittakitty Posted December 22, 2015 Posted December 22, 2015 Well, I gave it a shot and turned up with an error :/ By no means am I a programmer (less you consider HTML, CSS, and Java as real programming lol) but maybe all this makes more sense to you than I. All it did for me was make me take a long drag from my e-fag XD Untitled.png Install path I used; C:\Program Files\Blender Foundation\Blender\2.74\scripts\addons Then I went into blender to 'install' it through user prefs menu. I'm guessing these new versions don't automatically detect new scripts/abilities. I was also begginning to wonder, what other format will save it remotely close to that of a .tri then maybe there is a program that can take it and convert it to .tri? Porsche You can use this tool to create a tri file from identical .obj meshes. You'd need to export a new obj for each step and compile a TXT file with all the paths for each .obj and their correct names as well as ensure the header in each .obj is correct (open with notepad). Pretty much just follow the second half of this tutorial
Subject2Host Posted December 26, 2015 Posted December 26, 2015 New post in Kritta's tumblr, guys! And Kritta, I think more race options is always a cool idea, so yeah, go for it. (Personally, I think it would be super cool to see a rabbit like race.)
tanuhk Posted December 26, 2015 Posted December 26, 2015 I am super excited by the idea of optional add-ons for other species/races; not only could I have a Tanuki character, but also a Raccoon as well! That'd be so cool!
Porsche_Dog Posted December 26, 2015 Author Posted December 26, 2015 Well, I gave it a shot and turned up with an error :/ By no means am I a programmer (less you consider HTML, CSS, and Java as real programming lol) but maybe all this makes more sense to you than I. All it did for me was make me take a long drag from my e-fag XD Untitled.png Install path I used; C:\Program Files\Blender Foundation\Blender\2.74\scripts\addons Then I went into blender to 'install' it through user prefs menu. I'm guessing these new versions don't automatically detect new scripts/abilities. I was also begginning to wonder, what other format will save it remotely close to that of a .tri then maybe there is a program that can take it and convert it to .tri? Porsche You can use this tool to create a tri file from identical .obj meshes. You'd need to export a new obj for each step and compile a TXT file with all the paths for each .obj and their correct names as well as ensure the header in each .obj is correct (open with notepad). Pretty much just follow the second half of this tutorial Ooohlala, this looks promising! Dankeschön! I'll dive into this once I'm home. Abroad for the season until Jan 3rd.
Six.Bits Posted December 29, 2015 Posted December 29, 2015 I know this is 'Lykaios Males' but it seems to be to go to thread of the Lykiaos mod (and I can't send questions to the tumblr). There's male content planned, but I'm curious if the females models will have just as much anatomical correctness. Canine pussy and multi-breasts for example.
ppp Posted December 30, 2015 Posted December 30, 2015 Multibreast, yes, canine pussy, no (to my knowledge). KrittaKitty has a Tumbr where she posts whenever she feels she's made enough progress to share. http://krittakitty.tumblr.com/
Porsche_Dog Posted December 30, 2015 Author Posted December 30, 2015 I know this is 'Lykaios Males' but it seems to be to go to thread of the Lykiaos mod (and I can't send questions to the tumblr). There's male content planned, but I'm curious if the females models will have just as much anatomical correctness. Canine pussy and multi-breasts for example. I could give it a go but for now one thing at a time. Especially because I've just learned I may have done everything in the wrong order on the project at hand :/ Details (psst tl;dr): "What do you mean by 'wrong order'?" By 'wrong order'; Most these programs want you to assign the bones/armatures FIRST before adding shapekeys (or any other modifiers for that matter). My mishap was I was so focused on the shapekey side of things that I thought I could pull it off strickly with that method--- WROOOONG! So this minor setback may force me to have to redo everything animation wise. "But, you posted a video confirming that it all works together, what gives?" That vid was indeed a sign that everytihng is working as intended but as I soon learned afterwards, there was more to the story. It seemed the reason I couldn't even export into something as simple as a .dae is because the armature wasn't the parent of the mesh. Thus still being a 'raw' object, wouldn't let me export it to a format that, I guess you could say, would normally favor a 'completed' object. IoW, the armature wasn't applied to the mesh but at the point in which I did try it was already too late because of the shapekey data embeded. "Well can't you just disable the keys, apply the bones, then re-enable?" If it were that simple, it'd have been done by now. The up-to-date lineup of premium *coughOVERPRICEDhackhackcoughwheeze!* programs like Maya, zBrush, Mudbox, 3DS, etc may have a pleasant walk-around for issues like this. If not, then again, I appolgize for my lack of experience with animation; once more, I was merely a moddeler before I took on this project. "Would you halfass this because it's guuurl parts? You seem so vested in the male side of things." It would be just as detailed as the males (if not more detail) but I think I'm going to leave the animation side of things to somoene else. Why? It would be futile to animate something that woud obviously require HDT properties to asthetically function properly. Then there's the issue of appearance overall; I think I can confidently say that given the level of detail Kitty has behind this race, she has everything planned out down to the genetics (little overboard with the analogy but you get the point.) The last thing I want to do is assume and overstep boundaries. "Would there be plans to animate it like you did with the males?" The most that I could do is rig it to swell in size as she comes into season then deflate back to normalcy as the season tides over (assuming Kitty's race functions like that). As stated above, anything more technical would require HDT properties which I can't speak on other modders being read-n-willing to undergo the daunting task of rigging; least I won't hold my breath over the matter. Maybe there is someone would wouldn't mind with that task but for now, we'll worry about that once we're at the base of that bridge.
Doggyknot Posted December 30, 2015 Posted December 30, 2015 Just saw the latest screenshot and info on tumblr, I'm loving all those options, especially the African Wild Dog ears! But I might be biased.
PaulGreen Posted December 30, 2015 Posted December 30, 2015 I just attempted this and was successfully able to parent an object with shapekeys and export the whole model into various formats. Is there an actual "animation" involved, or only shapekeys? I was sort of wondering this previously.. How do you have a plan on getting the animation into the game? This doesn't seem like a simple task.. as far as I see (which isn't that far, kinda new here), i don't think anything like this has been done before, something that appears to combine bone animation and mesh deformation together. Coffee-fueled wall of text... As far as I know, the Havok .hkx animation things are strictly bone affine transformations, no matrix deforms or other things. The matrix deformations in the game are done through the .tri files. So, it seems like you would need either a combination of hkx animation and matrix deformations (in which case having an animated mesh parented to bones isn't needed since they are separated aspects), or a clever use of only mesh deformations, in which case no bone animation are needed at all. One thing I was thinking of was using Chargen's .tri files and method. Like, you could create a body in the bodyslide program that doesn't actually morph the "body" but that has the genital shape "conforming" to from %0-%100 in the mesh deformations. You then use a script control to slide the deformation between 0 and 100 depending on whatever factors you want.. The benefit of this, I think, would also be that the current "state" is saved on the individual actors since it is then an actor property. There could be several deformations combined to get the right animation, like, 0-100 of one is a "deformation" that pushes out the penis, 0-100 of another is what rotates the parts, 0-100 of another is what shrinks/swells the parts, etc.. The script would be set up to coordinate the various sliders correctly. Incidentally, chargen .tri files and regular .tri files are not the same thing. They have a different format and function differently in the game. No .tri file program works with bodyslide/chargen .tri files except the actual bodyslide program.. I was intending to see if I can update that earlier script to work with them also. There could also be a combination of techniques.. another mod "animates" this by just swapping out the genitals with different armor addon items over time. In this case, the genitals could be a non-bone-animated object until a given point (erect "enough") and then swap out with another armor addon item that has the correct bone weights to animate with .hkx animations..
Porsche_Dog Posted December 30, 2015 Author Posted December 30, 2015 I just attempted this and was successfully able to parent an object with shapekeys and export the whole model into various formats. Is there an actual "animation" involved, or only shapekeys? I was sort of wondering this previously.. How do you have a plan on getting the animation into the game? This doesn't seem like a simple task.. as far as I see (which isn't that far, kinda new here), i don't think anything like this has been done before, something that appears to combine bone animation and mesh deformation together. Coffee-fueled wall of text... As far as I know, the Havok .hkx animation things are strictly bone affine transformations, no matrix deforms or other things. The matrix deformations in the game are done through the .tri files. So, it seems like you would need either a combination of hkx animation and matrix deformations (in which case having an animated mesh parented to bones isn't needed since they are separated aspects), or a clever use of only mesh deformations, in which case no bone animation are needed at all. One thing I was thinking of was using Chargen's .tri files and method. Like, you could create a body in the bodyslide program that doesn't actually morph the "body" but that has the genital shape "conforming" to from %0-%100 in the mesh deformations. You then use a script control to slide the deformation between 0 and 100 depending on whatever factors you want.. The benefit of this, I think, would also be that the current "state" is saved on the individual actors since it is then an actor property. There could be several deformations combined to get the right animation, like, 0-100 of one is a "deformation" that pushes out the penis, 0-100 of another is what rotates the parts, 0-100 of another is what shrinks/swells the parts, etc.. The script would be set up to coordinate the various sliders correctly. Incidentally, chargen .tri files and regular .tri files are not the same thing. They have a different format and function differently in the game. No .tri file program works with bodyslide/chargen .tri files except the actual bodyslide program.. I'm seeing if I can update that earlier script to work with them also. There could also be a combination of techniques.. another mod "animates" this by just swapping out the genitals with different armor addon items over time. In this case, the genitals could be a non-bone-animated object until a given point (erect "enough") and then swap out with another armor addon item that has the correct bone weights to animate with .hkx animations.. You actually nailed it in the coffee wall part .tri simply records vert movement and needs nothing else (at least how it was explained to me) so basically, anything that alters the mesh gets a 'snapshot' and compiled to the big picture. The method of how to get this working was going to be SoS and or SL scripts to trigger the ingame morph much like the faces do (again, to the best of my understanding lol). As for what you did, I fear I may have ventured wrong somewhere down the line then, for mine is not letting me apply the bones to the mesh. I suppose I explained it wrong above but, applying the bones is the problem it seems, I can parent them just fine. If you've Hangouts, pm me for the contact and we can chat live there and I'll screenshare.
Porsche_Dog Posted December 31, 2015 Author Posted December 31, 2015 Big shout out to PaulGreen for helping clarify some things and flaws with this project. Awesome brainstorming experience and learend a lot for those *counts fingers* 5hrs of R&D! It's given me a much better understanding of the prep work that goes into wanting something animated. It certainly will help speed things along. Until then, I'll partner with Kitty once I'm home and provide the basic models to her. This way a 'lite' version can be put in game as soon as possible that will simply swip-swap models much like the nude suits. During which, the 'Pro', 'Lux', 'top teir' or whatever adjective you want to assign it, will still be in the works behind the scenes.
meme supreme Posted December 31, 2015 Posted December 31, 2015 Big shout out to PaulGreen for helping clarify some things and flaws with this project. Awesome brainstorming experience and learend a lot for those *counts fingers* 5hrs of R&D! It's given me a much better understanding of the prep work that goes into wanting something animated. It certainly will help speed things along. Until then, I'll partner with Kitty once I'm home and provide the basic models to her. This way a 'lite' version can be put in game as soon as possible that will simply swip-swap models much like the nude suits. During which, the 'Pro', 'Lux', 'top teir' or whatever adjective you want to assign it, will still be in the works behind the scenes. Good shit man So you've got a total of 3 people working on this now, huh? Nice to see how things shape up
robbedragon Posted January 1, 2016 Posted January 1, 2016 Hello, I know your busy and I apologize for disrupting you, but I was curious about something I saw on another mod. Someone created a follower khajiit with saber fangs, Ref link is here; http://modimages.dysintropi.me/index.php/Third-Party-Mod-Screenshots/Jinpachiro-Bonapart/Kaassi/LyuazlA and I was wondering if there was a way to implement that into Lykaios or make it a slider for people who would like saber races. However I don't know how complicated that would be.
krittakitty Posted January 2, 2016 Posted January 2, 2016 Hello, I know your busy and I apologize for disrupting you, but I was curious about something I saw on another mod. Someone created a follower khajiit with saber fangs, Ref link is here; http://modimages.dysintropi.me/index.php/Third-Party-Mod-Screenshots/Jinpachiro-Bonapart/Kaassi/LyuazlA and I was wondering if there was a way to implement that into Lykaios or make it a slider for people who would like saber races. However I don't know how complicated that would be. I was already thinking about just that. But it would possibly interfere with any vampire tooth transformations. Will test it out in game and see how it goes.
Prancing Doe Posted January 2, 2016 Posted January 2, 2016 Fallout 4 may be out, but I am SO looking forwards to returning to the land of Skyrim when these guys get released. LOVING your photos on your Tumbler Kritta and LOVE your work.
robbedragon Posted January 2, 2016 Posted January 2, 2016 Wow wasn't excepting to hear that. Let us hope for the best that it doesn't interfere.
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