trepleen Posted October 1, 2014 Posted October 1, 2014 Skeleton to use for Skinning Do you want to skin a custom body type, piece of armor or other geometry to a skeleton? Use the max file found in Blabba's informative post. I wish I had found this post sooner. http://www.loverslab.com/topic/34798-fixing-skeleton-deformations-crushedtorpedo-breasts-etc/ I believe you can also safely skin armor, body types and certain models to vanilla skeleton as well. In my case I want to add custom bones, so I think it's okay to add the custom bones to the vanilla skeleton and rig a model to it along with the custom bones. I attached the vanilla skeleton that's been imported in 3d studio max 2010. vanilla_skeleton_female.rar Vioxsis (thanks!) provided a Groovtama 2.0+ skeleton for 3d studio max 2010 ... It can be found at the end of blabba's post in the above link. However if you need vagina bones intact, I modified it and can be downloaded here: Skyrim MAX Female Skeleton 2010 Vagina Bones.rar Skeleton to use for Creating Animations Use this rig if you want to create high quality animations in half the time it would normally take. http://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rig-v-011-2014-09-19/ If you plan on animating custom bones that are not part of the vanilla skeleton, make sure you use the proper rig text file with all the bones in the proper order. A popular rig file that is used is XPMS RIG 1.6c Full Bone.txt (242 bones) If you export animations that animate a bone (custom) outside of the vanilla skeleton, make sure your havok export uses the correct bones rig file (text file) that matches the bones found in your target users skeleton.hkx or skeleton_female.hkx Conclusion You use one skeleton to animate with and another to skin with, keeping them separate. If anyone has anything to add or corrections please list them here. It took me a while to dig and find this information so now it's all organized.
blabba Posted October 1, 2014 Posted October 1, 2014 This entire post... Is completely false. DO NOT SKIN TO THE ABOVE POSTED SKELETONS IF YOU PLAN ON USING Groovtama's 2.0+ skeleton If you look closely you will see that the above posted skeletons were XPMS skeletons before the 2.0 update where XP32 messed up the scales of various bones. Here's some lessons: - Stop using legacy stuff. 1.93 XPMS skeleton is legacy for a reason. It had a bunch of stuff done to it which was bad (changed scales, polluted hierarchy etc...) - Your animateable skeleton CAN be your skinned skeleton. Actually this is preffered because that way when you preview animations in 3dsMax you get a 1-1 result with in-game! - You can generate the .txt files very easily by taking valid HKX files and running them through various tools, or by manually selecting your bones in your havok export filter. It is true that nobody has made updated rigs and stuff for animators. But that stuff can be done on your own anyway. - DO NOT USE XPMS SKELETONS BEFORE 2.0 TO ANIMATE YOUR SCALES WILL GET FUCKED UP! (Using Vanilla is also a good option as it doesn't contain any polluted hierarchy and you can find a bunch of resources for it) Ex:http://www.loverslab.com/topic/34798-fixing-skeleton-deformations-crushedtorpedo-breasts-etc/?p=942595
trepleen Posted October 1, 2014 Author Posted October 1, 2014 This entire post... Is completely false. DO NOT SKIN TO THE ABOVE POSTED SKELETONS IF YOU PLAN ON USING Groovtama's 2.0+ skeleton Could you provide a skeleton max file that is compatible with groovtama's 2.0+ skeleton? Preferably one that is compatible with his 2.06 and his future 2.1? I'd love to use a skeleton based on his 2.06 and 2.1 but he stripped out certain bones that I needed, I have no choice but to use legacy 1.93. - You can generate the .txt files very easily by taking valid HKX files and running them through various tools... You wouldn't happen to know of any tools that do this by any chance? It is true that nobody has made updated rigs and stuff for animators. But that stuff can be done on your own anyway. Better to pool resources together and share instead of reinventing the wheel on your own. - DO NOT USE XPMS SKELETONS BEFORE 2.0 TO ANIMATE YOUR SCALES WILL GET FUCKED UP! (Using Vanilla is also a good option as it doesn't contain any polluted hierarchy and you can find a bunch of resources for it) The skeleton controller rig uses a 1.6 skeleton ... I'm going to ask pornphiles about the scales, thanks for bringing this up.
blabba Posted October 1, 2014 Posted October 1, 2014 http://www.loverslab.com/topic/34798-fixing-skeleton-deformations-crushedtorpedo-breasts-etc/ The above max file is layered, Use the layer manager to expose other bones. I don't remember if HKXCMD can make the rig txt files. But I do know that the Havok Export Filter itself can make the txt files itself once you select all the bones in the filter.
trepleen Posted October 1, 2014 Author Posted October 1, 2014 by Blabba So in essence, when you rig something, it's best to try to rig it to vanilla, OR find a skeleton that keeps vanilla scales and positions (like the new BETA XPMSE Skeleton) unfortunately this causes a problem in that stuff weighted with the old XPMS skeleton become 'broken'. OMG this is exactly what i was trying to figure out.
Groovtama Posted October 1, 2014 Posted October 1, 2014 by Blabba So in essence, when you rig something, it's best to try to rig it to vanilla, OR find a skeleton that keeps vanilla scales and positions (like the new BETA XPMSE Skeleton) unfortunately this causes a problem in that stuff weighted with the old XPMS skeleton become 'broken'. OMG this is exactly what i was trying to figure out. It is simply broken, stuff skinned on 1.93a doesn't also work on 1.6, same backwards. I reverted back to vanilla to prevent that, That is why 2.0 is reference for Outfit studio. So you can use stuff skinned with 2.0 onto 1.93a. Just the other way round will not work. I didn't made a resource, because Weapon nodes still need tweaking in 2.0, new version will be 2.1. And with 2.1 I will make a resource for animating and skinning in 3ds max, but I need time.
trepleen Posted October 1, 2014 Author Posted October 1, 2014 by Blabba So in essence, when you rig something, it's best to try to rig it to vanilla, OR find a skeleton that keeps vanilla scales and positions (like the new BETA XPMSE Skeleton) unfortunately this causes a problem in that stuff weighted with the old XPMS skeleton become 'broken'. OMG this is exactly what i was trying to figure out. It is simply broken, stuff skinned on 1.93a doesn't also work on 1.6, same backwards. I reverted back to vanilla to prevent that, That is why 2.0 is reference for Outfit studio. So you can use stuff skinned with 2.0 onto 1.93a. Just the other way round will not work. I didn't made a resource, because Weapon nodes still need tweaking in 2.0, new version will be 2.1. And with 2.1 I will make a resource for animating and skinning in 3ds max, but I need time. I look forward to those resources very much In my case I need custom bones. Would this work? 1. I'll import a vanilla skeleton 2. Add custom bones. In my case they are NPC R Pussy 01, NPC R Pussy 02, NPC L Pussy 01, NPC L Pussy 02 bones. 3. Link custom bones, in my case I link NPC R Pussy 01, NPC L Pussy 01 to the pelvis. 4. Check the custom bones to ensure scale, rotation are set correctly. Then I'll use this slightly modified vanilla skeleton to rig the model onto. I think that should work while avoiding the issues of skinning to old skeletons with scaling problems. Can someone confirm if this is a good course of action? I'm basically importing the vanilla skeleton, adding custom bones that I need, no more no less.
blabba Posted October 2, 2014 Posted October 2, 2014 I look forward to those resources very much In my case I need custom bones. Would this work? 1. I'll import a vanilla skeleton 2. Add custom bones. In my case they are NPC R Pussy 01, NPC R Pussy 02, NPC L Pussy 01, NPC L Pussy 02 bones. 3. Link custom bones, in my case I link NPC R Pussy 01, NPC L Pussy 01 to the pelvis. 4. Check the custom bones to ensure scale, rotation are set correctly. Then I'll use this slightly modified vanilla skeleton to rig the model onto. I think that should work while avoiding the issues of skinning to old skeletons with scaling problems. Can someone confirm if this is a good course of action? I'm basically importing the vanilla skeleton, adding custom bones that I need, no more no less. Yes that is the safest thing to do.
trepleen Posted October 2, 2014 Author Posted October 2, 2014 I look forward to those resources very much In my case I need custom bones. Would this work? 1. I'll import a vanilla skeleton 2. Add custom bones. In my case they are NPC R Pussy 01, NPC R Pussy 02, NPC L Pussy 01, NPC L Pussy 02 bones. 3. Link custom bones, in my case I link NPC R Pussy 01, NPC L Pussy 01 to the pelvis. 4. Check the custom bones to ensure scale, rotation are set correctly. Then I'll use this slightly modified vanilla skeleton to rig the model onto. I think that should work while avoiding the issues of skinning to old skeletons with scaling problems. Can someone confirm if this is a good course of action? I'm basically importing the vanilla skeleton, adding custom bones that I need, no more no less. Yes that is the safest thing to do. Thanks, it's all finally coming together!
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