Jump to content

More Creature Animations (26 Nov 2015 - Wisp/Dwarven Spider))


Recommended Posts

This thread moved too quickly for me lol.

 

As per the giants, no I have never tried to export an animation I made with them. I do know that sometimes names matter VERY MUCH, though - the names of the bones and names of the cameras sometimes need to be specific (and sometimes 3ds Max imports them with incorrect names).

 

For example, when I make player animations, the two camera nodes get imported with incorrect names and need to be renamed for them to export properly.

 

Still, sounds like you fixed it, so good job! n.nU

Link to comment

 

@Vioxsis

I ll add The v3 Horker to next MNC release if you are okay with it? Could well be that it is just a problem on my end.

 

Sure, if you want, its OK with me.

But i want you to try this one http://www.mediafire.com/download/kouxh8md2buwjzn/Horker_V4.7z

Also if you have the horker skeleton unpacked and part of the loose files, can you remove it before testing? so the one in the .bsa is loaded.

 

 

Sorry but v3 and v4 are the same result for me instant CTD I do believe it has something to do with your horker main body and if it helps I believe it may be causing a Havok crash!

Link to comment

Sorry but v3 and v4 are the same result for me instant CTD I do believe it has something to do with your horker main body and if it helps I believe it may be causing a Havok crash!

What makes you believe it has something to do with havoc?

Also for me the crashes are random i even had it crash with a vanilla unedited nif.

The only sure fire way to not crash for me is to load it out of the bsa.

 

But the fact that the mesh can and has been loaded in game and work perfectly fine makes it hard to believe the mesh has any faults.

I mean the goat worked as expected, so does the hagraven, so what makes the horker different?

Link to comment

Goat definately works.

 

I tested around with Horker in Nifskope. If I remove the NiNode with the "nasty bit" I no longer crash. If I add said NiNode to a vanilla Horker.nif it again crashes.

However nobody in the MNC thread mentioned anything yet about Horker not working. So it seems to be at least in part a problem in connection with something else.

 

Link to comment

thk to llabsky , dentaar , and vioxsis for all the work you doing for us !

 

Np man. While frustrating and very time consuming its actually pretty damn fun.

 

This thread moved too quickly for me lol.

 

As per the giants, no I have never tried to export an animation I made with them. I do know that sometimes names matter VERY MUCH, though - the names of the bones and names of the cameras sometimes need to be specific (and sometimes 3ds Max imports them with incorrect names).

 

For example, when I make player animations, the two camera nodes get imported with incorrect names and need to be renamed for them to export properly.

 

Still, sounds like you fixed it, so good job! n.nU

 

According to pornphiles tutorial you can ignore the camera warnings from his female rig (if you use it)... I haven't change them :o

 

Holy Cow!! ...see what I did there? lol that cow animation is awesome I think my female PC is gonna love it  :lol:  awesome work man. Stay brutal

 

Thanks, I'm just happy it all turned out ok.

 

Quick tip:

If you ever decide to make cow animations, rename the bones "SPINE1" and "SPINE2" ---> "Spine1" and "Spine2" or else you're going to have a bad day :P

Link to comment

 

thk to llabsky , dentaar , and vioxsis for all the work you doing for us !

Np man. While frustrating and very time consuming its actually pretty damn fun.

This thread moved too quickly for me lol.

 

As per the giants, no I have never tried to export an animation I made with them. I do know that sometimes names matter VERY MUCH, though - the names of the bones and names of the cameras sometimes need to be specific (and sometimes 3ds Max imports them with incorrect names).

 

For example, when I make player animations, the two camera nodes get imported with incorrect names and need to be renamed for them to export properly.

 

Still, sounds like you fixed it, so good job! n.nU

According to pornphiles tutorial you can ignore the camera warnings from his female rig (if you use it)... I haven't change them :o

Holy Cow!! ...see what I did there? lol that cow animation is awesome I think my female PC is gonna love it :lol: awesome work man. Stay brutal

Thanks, I'm just happy it all turned out ok.

 

Quick tip:

If you ever decide to make cow animations, rename the bones "SPINE1" and "SPINE2" ---> "Spine1" and "Spine2" or else you're going to have a bad day :P

Ahhh thanks for the tip lol :)
Link to comment

 

Sorry but v3 and v4 are the same result for me instant CTD I do believe it has something to do with your horker main body and if it helps I believe it may be causing a Havok crash!

What makes you believe it has something to do with havoc?

Also for me the crashes are random i even had it crash with a vanilla unedited nif.

The only sure fire way to not crash for me is to load it out of the bsa.

 

But the fact that the mesh can and has been loaded in game and work perfectly fine makes it hard to believe the mesh has any faults.

I mean the goat worked as expected, so does the hagraven, so what makes the horker different?

 

:( Well I will be damned on my side if other people including you can load it into game!

When I try to view in Creation Kit it hangs, but not before it writes to log: MODELS: Bone 'Horker' not found for part 'NULL->BASE meshes\actors\Horker\Character Assets\Horker_erect.nif'. Make sure all the vertices are skinned to a bone in Max. No such error with your other meshes!

Link to comment

 

 

Sorry but v3 and v4 are the same result for me instant CTD I do believe it has something to do with your horker main body and if it helps I believe it may be causing a Havok crash!

What makes you believe it has something to do with havoc?

Also for me the crashes are random i even had it crash with a vanilla unedited nif.

The only sure fire way to not crash for me is to load it out of the bsa.

 

But the fact that the mesh can and has been loaded in game and work perfectly fine makes it hard to believe the mesh has any faults.

I mean the goat worked as expected, so does the hagraven, so what makes the horker different?

 

:( Well I will be damned on my side if other people including you can load it into game!

When I try to view in Creation Kit it hangs, but not before it writes to log: MODELS: Bone 'Horker' not found for part 'NULL->BASE meshes\actors\Horker\Character Assets\Horker_erect.nif'. Make sure all the vertices are skinned to a bone in Max. No such error with your other meshes!

 

 

I do get reports from users that the Horker tends to crash. But again it is only very few. Which is strange. Usually if a nif CTD it does so for everyone.

And yes all the other models done by Vioxsis work without a hitch.

But yeah.. thats Skyrim...

Link to comment

Okay, solved the Horker mystery. (Simply couldnt let it go) :blush:

 

If you have the Havok extension installed (the HDT Physics Extension plugin for SKSE) it works without a hitch. If you havent it crashes. Yep, no kidding!

I have HDT PE installed, but what garg posted about the 'horker' bone above and the CK bothered me.

Every time i look at the horker in the CK on exit it complains about the skeleton...

 

So i removed the weights that where linked to the root bone.

http://www.mediafire.com/download/hr7364d20a2yn4z/Horker_V5.7z

 

This has not crashed once for me, i tested it by loading the game 5 times, best i normally got was 4/3 out of 5.

 

 

But i would like to add that the weights where copied 99% from vanilla and the 'horker' bone weights can be found on the vanilla mesh. <_<

Though in the skeleton nif there is no 'horker' bone only 'horker_'....

Also due to it being a root node explains why HDT was involved, that's how it hooks in.

Link to comment

 

Okay, solved the Horker mystery. (Simply couldnt let it go) :blush:

 

If you have the Havok extension installed (the HDT Physics Extension plugin for SKSE) it works without a hitch. If you havent it crashes. Yep, no kidding!

I have HDT PE installed, but what garg posted about the 'horker' bone above and the CK bothered me.

Every time i look at the horker in the CK on exit it complains about the skeleton...

 

So i removed the weights that where linked to the root bone.

http://www.mediafire.com/download/hr7364d20a2yn4z/Horker_V5.7z

 

This has not crashed once for me, i tested it by loading the game 5 times, best i normally got was 4/3 out of 5.

 

 

But i would like to add that the weights where copied 99% from vanilla and the 'horker' bone weights can be found on the vanilla mesh. <_<

Though in the skeleton nif there is no 'horker' bone only 'horker_'....

Also due to it being a root node explains why HDT was involved, that's how it hooks in.

 

 

Yep. That one works great with and without HDT extension! Will update MNC with it asap. Thanks!

 

post-394960-0-59349700-1443348682_thumb.jpg

Link to comment

Yep. That one works great with and without HDT extension! Will update MNC with it asap. Thanks!

Finally. You have no idea how much this bothered me.. just want garg to post saying it worked for him.

 

And @llabsky you said something about the horkers back not touching the floor right?

In max try renaming the bone Horker to Horker_ and re-exporting the animation.

Link to comment

llabsky have made something like of non-sex animations with creatures. at least for now i tested only (while he made 4 anims) dog handshake.  As dog shares with wolves, include them too. Initially he wrote them for me (exactly for my mod). llabsky have asked me for ability to share them after they included in my mod and we both want them included to pack for everyone. i have an idea - tag them as 'foreplay' for creatures. But i know that SL 1.59c does not handle animation tags for critters. With 1.60+ still not tested by myself. Anyway, (i din't ask llabsky, but think that he will agree) this animations will be in animtester soon.

Result: anybody can affirm SL 1.60+  handles tags for critters?

Link to comment

llabsky have made something like of non-sex animations with creatures. at least for now i tested only (while he made 4 anims) dog handshake.  As dog shares with wolves, include them too. Initially he wrote them for me (exactly for my mod). llabsky have asked me for ability to share them after they included in my mod and we both want them included to pack for everyone. i have an idea - tag them as 'foreplay' for creatures. But i know that SL 1.59c does not handle animation tags for critters. With 1.60+ still not tested by myself. Anyway, (i din't ask llabsky, but think that he will agree) this animations will be in animtester soon.

Result: anybody can affirm SL 1.60+  handles tags for critters?

 

Dog handshake mmmh. I'm in the process in doing a How To install FNIS video.

Of course I want to dwell a little bit in those aspects of Fnis animations that other Youtubers have duly avoided. So I would like to mention bestiality (in a tasteful way. And some are indeed almost poetical, like the athronach's or the wispmother's. I would rather avoid the ashhopper's).

Showing up with the dog handshake would be a nice catch.

Sooo... Could this be released for MNC soon?

Or alternatively someone could send me an ingame video of these dog non sexual animations? 

Link to comment

 

Okay, solved the Horker mystery. (Simply couldnt let it go) :blush:

 

If you have the Havok extension installed (the HDT Physics Extension plugin for SKSE) it works without a hitch. If you havent it crashes. Yep, no kidding!

I have HDT PE installed, but what garg posted about the 'horker' bone above and the CK bothered me.

Every time i look at the horker in the CK on exit it complains about the skeleton...

 

So i removed the weights that where linked to the root bone.

http://www.mediafire.com/download/hr7364d20a2yn4z/Horker_V5.7z

 

This has not crashed once for me, i tested it by loading the game 5 times, best i normally got was 4/3 out of 5.

 

 

But i would like to add that the weights where copied 99% from vanilla and the 'horker' bone weights can be found on the vanilla mesh. <_<

Though in the skeleton nif there is no 'horker' bone only 'horker_'....

Also due to it being a root node explains why HDT was involved, that's how it hooks in.

 

 

:) Yep that fixed it for me - thanks a million, your brilliant. Skyrim is so strange I have the HDT PE installed as well!!

Link to comment

 

Yep. That one works great with and without HDT extension! Will update MNC with it asap. Thanks!

 

 

 

Which version do you have in MNC now? horker v5? I'll update my download of it as well... although it may be pointless at this point but I'm pretty sure I still have v2 now

 

 

Yep. That one works great with and without HDT extension! Will update MNC with it asap. Thanks!

Finally. You have no idea how much this bothered me.. just want garg to post saying it worked for him.

 

And @llabsky you said something about the horkers back not touching the floor right?

In max try renaming the bone Horker to Horker_ and re-exporting the animation.

 

 

In 3ds max it looks fine, but in game the part of the back right under it's junk bends.

I'll test that out, thanks.

 

llabsky have made something like of non-sex animations with creatures. at least for now i tested only (while he made 4 anims) dog handshake.  As dog shares with wolves, include them too. Initially he wrote them for me (exactly for my mod). llabsky have asked me for ability to share them after they included in my mod and we both want them included to pack for everyone. i have an idea - tag them as 'foreplay' for creatures. But i know that SL 1.59c does not handle animation tags for critters. With 1.60+ still not tested by myself. Anyway, (i din't ask llabsky, but think that he will agree) this animations will be in animtester soon.

Result: anybody can affirm SL 1.60+  handles tags for critters?

 

Of course I won't say no :)

 

 

llabsky have made something like of non-sex animations with creatures. at least for now i tested only (while he made 4 anims) dog handshake.  As dog shares with wolves, include them too. Initially he wrote them for me (exactly for my mod). llabsky have asked me for ability to share them after they included in my mod and we both want them included to pack for everyone. i have an idea - tag them as 'foreplay' for creatures. But i know that SL 1.59c does not handle animation tags for critters. With 1.60+ still not tested by myself. Anyway, (i din't ask llabsky, but think that he will agree) this animations will be in animtester soon.

Result: anybody can affirm SL 1.60+  handles tags for critters?

 

Dog handshake mmmh. I'm in the process in doing a How To install FNIS video.

Of course I want to dwell a little bit in those aspects of Fnis animations that other Youtubers have duly avoided. So I would like to mention bestiality (in a tasteful way. And some are indeed almost poetical, like the athronach's or the wispmother's. I would rather avoid the ashhopper's).

Showing up with the dog handshake would be a nice catch.

Sooo... Could this be released for MNC soon?

Or alternatively someone could send me an ingame video of these dog non sexual animations? 

 

 

There may be a problem with the scenes with the dog on its back as pornphile pointed out in his post that rotating over 90 degrees cause problems. However there is a hand shake and a "standing pet" with the dogs front paws on the shoulders and the person rubs the ears/belly. Those should work fine.

Once I get some in game footage I'll send it your way. Although my skyrim doesn't look so good so if AnimTester gets update I'll let you know so you can test it. I want to make sure it all works before being released in MNC so we don't have another cow fiasco.

 

 

 

Okay, solved the Horker mystery. (Simply couldnt let it go) :blush:

 

If you have the Havok extension installed (the HDT Physics Extension plugin for SKSE) it works without a hitch. If you havent it crashes. Yep, no kidding!

I have HDT PE installed, but what garg posted about the 'horker' bone above and the CK bothered me.

Every time i look at the horker in the CK on exit it complains about the skeleton...

 

So i removed the weights that where linked to the root bone.

http://www.mediafire.com/download/hr7364d20a2yn4z/Horker_V5.7z

 

This has not crashed once for me, i tested it by loading the game 5 times, best i normally got was 4/3 out of 5.

 

 

But i would like to add that the weights where copied 99% from vanilla and the 'horker' bone weights can be found on the vanilla mesh. <_<

Though in the skeleton nif there is no 'horker' bone only 'horker_'....

Also due to it being a root node explains why HDT was involved, that's how it hooks in.

 

 

:) Yep that fixed it for me - thanks a million, your brilliant. Skyrim is so strange I have the HDT PE installed as well!!

 

 

Good. Thanks everyone for your work on this bastard of a horker mesh.

 

I don't think the Ice Wraiths have any animations yet, another one for the list!

 

Thanks a ton for all the effort you're putting into this, llabsky!

 

I tried a few things with ice wraith but none of them turned out very well... but they are definitely on the list.

Link to comment

@llabsky

 

I have Horker v5 in MNC at present

 

Will update next time something else needs to be added.

 

so whats next ? mammoth ? p:

also i wonder since viox as do a bull model , its possible to include it in game ? or it use the same skeleton as the cow ?

 

From the pictures Vioxsis released, it looks like the bull mesh will replace the cow meshes. The skeleton will stay the same and my animations as well.

 

I'm working on something special atm. In between waits I'll work with Mammoth. I don't need to move it's legs at all so it'll mostly be animating the female, which is a million times easier. It's a lazy way of animating, but I got A LOT more to do so I'll take whatever I can get haha

 

Funnybiz got a hagraven animation in so I'm debating on skipping it for now.

 

chickens won't really require foot movement either so another problem gone there

 

female vampire lords will be a little tricky

 

ice wraith, fire wyrm, and wisp are low on my priority list until I have a good idea on what to do with them

 

dwarven creatures all have their own little quirk... but spheres should be easy? Animating the wheels is a challenge though.

 

Mudcrab are a pain. 3 different animations cause their sizes are to big to do it all with one scene. However their legs are simple so theres that at least.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use