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[3ds Max] [Skyrim] Video: Animation Tutorial


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Question @pornphile

 

I need FK controls for the legs for something I'm working on. Do you know of a way to to disable/remove the IK feet controllers without breaking the thigh/calf/foot/toe bones in the process?

I'd like to avoid rebuilding the entire rig just to get FK controls for the legs, but I can't seem to manage to get rid of the IK controllers without breaking the leg bones of the skeleton one way or another.

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  • 2 months later...

Hi Pornphile,

 

quick question. I am not exactly sure what I did but now whenever I open your male or female only rigs in 3ds max, I am missing the meshes for some reason.

 



 

5adba0347b2e3_3ds1.thumb.jpg.56fe277eaf3b41167584881448038ef2.jpg

3ds3.thumb.jpg.787d9a61ec0e8cb242b176fe4f484168.jpg

 

 

I tried importing a rig into another max file (to get a 3 person animation) and something might have went wrong, but I can't be sure. I tried downloading fresh rigs but still run into the same problem. Any idea what might be going on?

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  • 1 month later...

Hi Pornphile,

 

Thank You for the guides. Your, Nibbles and 0Sex guides got me through the worst.

 

I have learned a great deal about animating, but a couple of things are bugging me. Also makes the animations less perfect.

 

Problem 1

 

I have admitted 2 screenshots. One is from Max, the other from Skyrim. You can see a clear difference from the 2 pictures. Feet will not show inside rotation. When I bend them the other way there is no problem. This takes the potential out of many scenes. Hope You can help.

 

Problem 2

 

Crushed fingers. I have 2 different type of hands. One was created in Bodyslide the other downloaded at Halo's mods. I have crushed fingers with the bodyslide version, while the other does not suffer from this. Can You explain this?

 

 

I would love to know the answer to both questions. Thanks!!

Feet - 3DS Max.jpg

Feet - Skyrim.jpg

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Prob 1 is likely caused by ingame FootIK, either use FootIK spell or if you're adding your own animations for SL like SLAL pack or OSex,

add this line "-AVbHumanoidFootIKDisable" before your animation parameter name in your FNIS animations parameter text. Example :

Spoiler

s -AVbHumanoidFootIKDisable YourAnimation_A1_S1 YourAnimation_A1_S1.hkx
+ -AVbHumanoidFootIKDisable YourAnimation_A1_S2 YourAnimation_A1_S2.hkx

 

Prob 2 hmm that's weird. Unless hands in bodyslide version using completely different bones which is very unlikely. Crushed hands might something to do with scaling issue. Go to the first post and open the 1st spoiler.   

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Hi Anubis,

 

I tried the footIk spell. It worked. Thank You so much. It was really bugging me. Now it looks like the animation in Max.

 

When I get around to making SLAL I will try the parameters You mentioned, so I won't have to hit every NPC with the spell.

 

Again many thanks...

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I know this is an old thread but Im hoping that someone could help me out.

I have all the female nif files that are the same as shown in the video but for the life of me i cant find the femalehead.nif file in any of my folders, i downloaded dream girl and searched in there for the head. i have the body, feet and hands on the bones but no head? so if anyone could help me out please, that would be amazing.

 

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46 minutes ago, TMcad3rs said:

I know this is an old thread but Im hoping that someone could help me out.

I have all the female nif files that are the same as shown in the video but for the life of me i cant find the femalehead.nif file in any of my folders, i downloaded dream girl and searched in there for the head. i have the body, feet and hands on the bones but no head? so if anyone could help me out please, that would be amazing.

 

a female head:

femalehead.nif

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  • 7 months later...

Hi, I was wondering if anyone encounter crashes with havok tools when running 2012 + HCT 2011.3 on win10. It crashes on preview window after hitting "Run Configuration". Not sure if it's because of win10 or just corrupted program. Also crashes when opening the hct "ToolStandAlone.exe". Running compatibility mode and reinstalling both programs do not work either. It works fine with 2010 + HCT 2010.2 though. Never had this issue on win7.

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1 hour ago, DeathHowl90 said:

Hi, I was wondering if anyone encounter crashes with havok tools when running 2012 + HCT 2011.3 on win10. It crashes on preview window after hitting "Run Configuration". Not sure if it's because of win10 or just corrupted program. Also crashes when opening the hct "ToolStandAlone.exe". Running compatibility mode and reinstalling both programs do not work either. It works fine with 2010 + HCT 2010.2 though. Never had this issue on win7.

you need HCT 2012 for max 2012.

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5 hours ago, MadMansGun said:

you need HCT 2012 for max 2012.

Hmm, sadly that doesn't work either, even tested up until HCT 2013 too as 2014 version onwards requires some keycodes upon installation which I don't have. As mentioned before, HCT itself crashes when I run the "ToolStandAlone.exe", now with the latest one also, except for 2010 version which works, so that narrows down to HCT than 3ds max itself. Currently using win10 version 1803, not sure if that affects at all.

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9 hours ago, DeathHowl90 said:

Hmm, sadly that doesn't work either, even tested up until HCT 2013 too as 2014 version onwards requires some keycodes upon installation which I don't have. As mentioned before, HCT itself crashes when I run the "ToolStandAlone.exe", now with the latest one also, except for 2010 version which works, so that narrows down to HCT than 3ds max itself. Currently using win10 version 1803, not sure if that affects at all.

well for what it's worth max 2012 can save it's files into the max 2010 format:

http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-7D42A8A7-6E39-4C94-87A5-5B32F665C6C-2524.htm,topicNumber=d28e490512

 

and if making Skyrim animations havok 2010 can export directly to hkx without having to use that god awful "hkxcmd" program afterwords.

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5 hours ago, MadMansGun said:

well for what it's worth max 2012 can save it's files into the max 2010 format:

http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-7D42A8A7-6E39-4C94-87A5-5B32F665C6C-2524.htm,topicNumber=d28e490512

 

and if making Skyrim animations havok 2010 can export directly to hkx without having to use that god awful "hkxcmd" program afterwords.

Well yeah, I'm aware latest version of max can save older formats and with that converting hassle with "hkxcmd" program, it's just a little frustrating that I have to use both version since most of my model works are from 2012 max and I need to backward convert most of them just so I could animate or add physics. In the end, I just go with what works rather than wasting more time trying to find a fix, not to mention although a little off topic. changing to niftool shader material for objects also crashes for both max regardless of nif plugin version, 2012 max kinda works on and off though I rather not risk crashing it before saving the works so I had to improvise using other inbuilt max shaders and edit it accordingly in nifskope. 

 

Nontheless, thanks for trying to help, appreciated it

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39 minutes ago, DeathHowl90 said:

.

i skip doing texture settings in max and just delete the BSLightingShaderProperty from the exported nif and copy over a "unfucked with" version from another nif. but the most i have ever done with textures in max is remap them a bit.

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12 hours ago, MadMansGun said:

i skip doing texture settings in max and just delete the BSLightingShaderProperty from the exported nif and copy over a "unfucked with" version from another nif. but the most i have ever done with textures in max is remap them a bit.

True that although I prefer the longer method by referencing the settings using any working nifs, in your terms, the "unfucked" version ? and add/edit manually which mostly are standards. Well I just prefer to be in control of what I'm messing with. Individual preferences I might add.

And I agree that the only thing ever done for textures in max is remapping abit if need be. Just realised that most of the time I've never bothered to map textures in max because most of my tedious texturing works already done in zbrush. ?

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On 1/14/2019 at 5:03 AM, MadMansGun said:

lucky bastard ?

Lucky if you're actually able to afford them but I'm just a poor guy leeching off from torrent or free sites and searching for HCT after ms bought it was like scrubbing for food in a thrash can. Lucky to find some pieces of it. So yeah, lucky poor bastard  ?

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  • 5 months later...

Hi all,

 

I know this thread is old but maybe someone still reading this could help.

 

I created my first animation for 2 actors using this amazing tutorial and the 2 actors rig. Animations work just great in game but I'm having an issue with actors constantly pushing each other away from this initial positions.

 

Is there any papyrus function or workaround which could help me disable actors collision for the animation (other than EnableCollision(false))? Or is there some setting I should use in 3DS to export collosionless animations?

 

Thanks!

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On 7/5/2019 at 7:31 AM, Wolftracks said:

Animations work just great in game but I'm having an issue with actors constantly pushing each other away from this initial positions.

 

Is there any papyrus function or workaround which could help me disable actors collision for the animation (other than EnableCollision(false))? Or is there some setting I should use in 3DS to export collosionless animations?

to me that sounds more like a wrong/bad FNIS list setting.

it should look like this:

' namehere
s namehere_A1_S1 namehere_A1_S1.hkx
+ namehere_A1_S2 namehere_A1_S2.hkx
+ namehere_A1_S3 namehere_A1_S3.hkx
+ namehere_A1_S4 namehere_A1_S4.hkx
s namehere_A2_S1 namehere_A2_S1.hkx
+ namehere_A2_S2 namehere_A2_S2.hkx
+ namehere_A2_S3 namehere_A2_S3.hkx
+ namehere_A2_S4 namehere_A2_S4.hkx

 

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On ‎7‎/‎6‎/‎2019 at 5:41 PM, MadMansGun said:

to me that sounds more like a wrong/bad FNIS list setting.

it should look like this:


' namehere
s namehere_A1_S1 namehere_A1_S1.hkx
+ namehere_A1_S2 namehere_A1_S2.hkx
+ namehere_A1_S3 namehere_A1_S3.hkx
+ namehere_A1_S4 namehere_A1_S4.hkx
s namehere_A2_S1 namehere_A2_S1.hkx
+ namehere_A2_S2 namehere_A2_S2.hkx
+ namehere_A2_S3 namehere_A2_S3.hkx
+ namehere_A2_S4 namehere_A2_S4.hkx

 

Hey, thanks a bunch for answering!..

 

Yup, that's exactly what my FNIS settings look like - except for the fact that it's not a sequenced anim, it's a basic anim atm.

 

Also I should mention that I'm not using SSL framework, I created my own script attached to a spell. (I'm new here and to animations, but somewhat of a veteran modder on Nexus).

 

And for testing purposes I also tested my anims as replacers of other 2 actors anims in some SSL based plugin, and I'm still getting the collision issue when the original SSL anims don't have it. Both SSL and 0SA work great in my game. I'm beginning to wonder if it's not due to my 3DS exports. Are we supposed to export  actors' bumpers from 3DS when we export animations for 2 actors?

 

 

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1 hour ago, Wolftracks said:

And for testing purposes I also tested my anims as replacers of other 2 actors anims in some SSL based plugin, and I'm still getting the collision issue when the original SSL anims don't have it. Both SSL and 0SA work great in my game. I'm beginning to wonder if it's not due to my 3DS exports. Are we supposed to export  actors' bumpers from 3DS when we export animations for 2 actors? 

the fact that it still happens when you replace SL Framework animations with it strongly suggests a export problem, but i've never had a problem with the bumper myself so i'm not sure, but if it's of any help these are my export settings (note: Max2010 can export Skyrim compatible HKX files directly, other versions can't):

export settings.7z

skeleton used:

3ds Max 2010_Skyrim_Vanilla Skeleton.max

and node list:

nodes playernpc.txt

 

have you edited the bumper node in anyway (Eg: moved or rescaled)? i know that messing with the camera can cause odd things to happen.

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Hey thanks a LOT again!..

 

I use 3DSMax 2012 but 2010 files work fine with it.

 

I cross-checked your nodes list with the one I use, they're strictly identical (NPC bumper is not in there so I guess I don't export it either).

 

As for export settings, the only difference between yours and mine is "Binding (Quantized Anims)" is ticked in my "Prune Types" settings and not in yours - I have no idea what this refers to...

 

And I'm using Pornphile's Controller Rigs for 2 actors (XPMS 1.6) to create my anims instead of single Vanilla skeletons - but I'm not sure it makes any difference. My understanding is a few SSL anims were created with these rigs and when I load them I have no collision issue at all. Maybe not though, because I can convert almost SSL anims to kfs, whereas converting usually doesn't work with anims which were created with the controller rig...

 

For the moment, my actors only play my anims in the proper positions if I disable collision in my script. Haven't tried to use "TranslateTo" yet to void actors' collision (SSL uses "SplineTranslateTo"). It's kind of a pain in the neck not to be able to tell whether the issue comes from my hkx files or from my scripts...

 

 

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44 minutes ago, Wolftracks said:

It's kind of a pain in the neck not to be able to tell whether the issue comes from my hkx files or from my scripts... 

i think the fastest way to test your script would be to use someone elses animation hkx files in place of yours.

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LOL, why didn't I think of that?.. I'm so caught in "open CK - edit script - close CK - launch game - curse a lot - close game - open CK" loops, I completely missed the obvious!..

 

Thanks for the suggestion - will do right now!.. And thanks for being around listening to my whining ;)

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