llabsky Posted October 11, 2015 Author Posted October 11, 2015 Nope, I used the vanilla skeleton. I had a hard enough time pawing through the miasma of undocumentation just tom figure out HOW to make a custom rigged creature... Ended up having to consult some more experienced modders (such as dogtown, the guy who made the Skyrim Monsters Mod). Wouldn't it matter greatly on what kind of animation you wanted to make? I think one with the mudcrab eating a girl out with it's twitchy mandibles would be pretty easy to make all sizes fit at least sort of well! n.nU I'm helping a couple people trying to make their own custom creatures. Well... trying to at least. So using the vanilla skeleton will mean if I make animating they will work for your mudcrabs. If someone were to do as you say, changing alignments based on heights, then maybe it will work for eating out animations. I don't know how that all works tbh. For right now I'm going to test making 1 animation for each size and see if we can separate the mudcrab race into small, medium, large. Example http://uesp.net/wiki/Skyrim:Mudcrab ------------------------------------------------------------------------------ mudcrabsmall_vaginal_A1_S1.hkx mudcrabsmall_vaginal_A2_S1.hkx Those animations only play for the smallest mudcrab (e4010) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ mudcrabmedium_vaginal_A1_S1.hkx mudcrabmeduim_vaginal_A2_S1.hkx Those animations only play for the meduim mudcrab (e4011) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ mudcrablarge_vaginal_A1_S1.hkx mudcrablarge_vaginal_A2_S1.hkx Those animations only play for the large mudcrab (21875) ------------------------------------------------------------------------------ If that can't work, then I'll have to make one animation for all sizes. (Oops, I said small, medium, large,... but bethesda uses medium, large, giant. but you get the idea)
WaxenFigure Posted October 11, 2015 Posted October 11, 2015 The problem with mudcrab is that they have 3 different sizes, and at the moment there isn't support for having 3 different animations. So in game just about every alignment is thrown off. Wait, if there wasn't a way to differentiate them, then how did they do it for Frostbite Spiders? It seems to do just this for those - the large ones have different animations that the small ones. I mean, unless mudcrabs all use the same race, with 3 different copy+pasted actors that have different scales...? Poorly is how they do it for Frostbite Spiders because there are two sizes so alignments for one look wrong with the other.
dentarr Posted October 11, 2015 Posted October 11, 2015 The problem with mudcrab is that they have 3 different sizes, and at the moment there isn't support for having 3 different animations. So in game just about every alignment is thrown off. Wait, if there wasn't a way to differentiate them, then how did they do it for Frostbite Spiders? It seems to do just this for those - the large ones have different animations that the small ones. I mean, unless mudcrabs all use the same race, with 3 different copy+pasted actors that have different scales...? Poorly is how they do it for Frostbite Spiders because there are two sizes so alignments for one look wrong with the other. Mudcrabs ARE one race "MudcrabRace" and 3 different Actors one scaled 1.0 one scaled 1.5 and one scaled 2.0. Just checked in CK
llabsky Posted October 11, 2015 Author Posted October 11, 2015 Thinking about it now, didn't the spider addon for EC+ fix the size issue for spiders?
llabsky Posted October 11, 2015 Author Posted October 11, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gejs2- http://makeagif.com/xAhBwvs3- http://makeagif.com/kJSzY6s4- http://makeagif.com/chpCyr
afa Posted October 11, 2015 Posted October 11, 2015 So I have been kicking around with this idea, do we value animation or actual scaling difference in the game. Say if we are willing to make all mudcrab (or other creatures with different scaling) the same size throughout (esp edit?) therefore losing the original different sized creatures, then animator will only need to make it for one size. A bit of a trade off but if it makes their job easier and therefore leading to more animations...
ZarthonTheVanquished Posted October 11, 2015 Posted October 11, 2015 So I have been kicking around with this idea, do we value animation or actual scaling difference in the game. Say if we are willing to make all mudcrab (or other creatures with different scaling) the same size throughout (esp edit?) therefore losing the original different sized creatures, then animator will only need to make it for one size. A bit of a trade off but if it makes their job easier and therefore leading to more animations... You'd end up sacrificing mod compatibility for any number of unknown errors. Also just wanna put this out there for when you get to testing the mudcrabs - I'm a bit worried about how they will react when scenes are initiated when they're "burrowed". I did find a solution for this that just swapped the idle animations for when I was trying to figure out how to get my mechanical mudcrabs to stop burrowing: http://www.nexusmods.com/skyrim/mods/62850/?
llabsky Posted October 11, 2015 Author Posted October 11, 2015 So I have been kicking around with this idea, do we value animation or actual scaling difference in the game. Say if we are willing to make all mudcrab (or other creatures with different scaling) the same size throughout (esp edit?) therefore losing the original different sized creatures, then animator will only need to make it for one size. A bit of a trade off but if it makes their job easier and therefore leading to more animations... For creatures, that is essentially what "even actors heights" does. Instead of evening the heights (mudcrab at 0.80 and human at 1.00), which would make both actors 0.90. It brings the mudcrab up or down to 1.00. Since every animation I've made for scaled creatures has worked with having "even actors heights" off, this will break everything else. So I have been kicking around with this idea, do we value animation or actual scaling difference in the game. Say if we are willing to make all mudcrab (or other creatures with different scaling) the same size throughout (esp edit?) therefore losing the original different sized creatures, then animator will only need to make it for one size. A bit of a trade off but if it makes their job easier and therefore leading to more animations... You'd end up sacrificing mod compatibility for any number of unknown errors. Also just wanna put this out there for when you get to testing the mudcrabs - I'm a bit worried about how they will react when scenes are initiated when they're "burrowed". I did find a solution for this that just swapped the idle animations for when I was trying to figure out how to get my mechanical mudcrabs to stop burrowing: http://www.nexusmods.com/skyrim/mods/62850/? If I ever get to test them, I'll test to see if borrowing as the scene is initiating breaks anything. If it does, maybe merge your mod into MNC as well so it doesn't become a requirement. I'll probbaly be able to test the mudcrab animations I've made tomorrow because it is a holiday I don't work
Nicobay Posted October 11, 2015 Posted October 11, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr oooooooh yea baby <3<3<3
ZarthonTheVanquished Posted October 11, 2015 Posted October 11, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr oooooooh yea baby <3<3<3 Yeah! Play with that pussy! XD (I'm sorry that was terrible lol) Anyways, much better than the only one we have for sabercats right now - it clips so bad, and it's almost impossible to line up, and then the penis goes up into it's chest cavity for a lot of the parts of the animation (bear has the same problem).
llabsky Posted October 11, 2015 Author Posted October 11, 2015 oooooooh yea baby <3<3<3 ^(-.-)^ Yeah! Play with that pussy! XD (I'm sorry that was terrible lol) Anyways, much better than the only one we have for sabercats right now - it clips so bad, and it's almost impossible to line up, and then the penis goes up into it's chest cavity for a lot of the parts of the animation (bear has the same problem). Bear have been given a lot of love lately, they have a handful of animations now but sabre cats were almost forgotten about... ALMOST! Good news Ice wraith and magic anomaly share the skeleton so another 2 creatures for 1 animation. However, do wisps share the same skeleton as well? http://uesp.net/wiki/Skyrim:Wisp Is there a way to check which creature uses which skeleton? You'd think I would know... I can't find any skeleton or mesh for them in the animation or meshes.bsa
ZarthonTheVanquished Posted October 11, 2015 Posted October 11, 2015 Good news Ice wraith and magic anomaly share the skeleton so another 2 creatures for 1 animation. However, do wisps share the same skeleton as well? http://uesp.net/wiki/Skyrim:Wisp Is there a way to check which creature uses which skeleton? You'd think I would know... I can't find any skeleton or mesh for them in the animation or meshes.bsa The plugin (Skyrim.esm) lists their skeleton at "Meshes\Actors\Wisp\Character Assets\skeleton.nif". I checked my full Skyrim .bsa extraction dir and they're in there.
llabsky Posted October 11, 2015 Author Posted October 11, 2015 The plugin (Skyrim.esm) lists their skeleton at "Meshes\Actors\Wisp\Character Assets\skeleton.nif". I checked my full Skyrim .bsa extraction dir and they're in there. That's for wisp mother/shade. I want the wisps, the 0002C3C7 You check that in creation kit or tes5edit? I don't really know how to use either lol EDIT: Apperantly they are under "witchlight", but they don't play so nicely in 3ds max...
ZarthonTheVanquished Posted October 11, 2015 Posted October 11, 2015 The plugin (Skyrim.esm) lists their skeleton at "Meshes\Actors\Wisp\Character Assets\skeleton.nif". I checked my full Skyrim .bsa extraction dir and they're in there. That's for wisp mother/shade. I want the wisps, the 0002C3C7 You check that in creation kit or tes5edit? I don't really know how to use either lol EDIT: Apperantly they are under "witchlight", but they don't play so nicely in 3ds max... Did not look all the carefully - assumed "wips" was, err... "wisp" lol. I didn't realize witchlights were wisps - I've messed around with those meshes before. There's a static version of them, too. They have A LOT of parts and animation nodes, very complex animation controller chains that neither 3ds Max nor Blender's Niftools can actually export intact. What exactly is the problem in 3ds Max? I've only every played around with the static version of the witchlights, but I may still be able to help! n.nU
s0rO Posted October 12, 2015 Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr
llabsky Posted October 12, 2015 Author Posted October 12, 2015 Did not look all the carefully - assumed "wips" was, err... "wisp" lol. I didn't realize witchlights were wisps - I've messed around with those meshes before. There's a static version of them, too. They have A LOT of parts and animation nodes, very complex animation controller chains that neither 3ds Max nor Blender's Niftools can actually export intact. What exactly is the problem in 3ds Max? I've only every played around with the static version of the witchlights, but I may still be able to help! n.nU I'm using the skeleton and mesh from meshes.bsa (meshes>actors>witchlight>character assets) But they are missing essential bones that every other creature has :\ It seems like skeleton.nif and witchlightmesh.nif need to be combined... This is new to me lol Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr HAHAHAI just need a few more tweaks and it'll be released soon
s0rO Posted October 12, 2015 Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr HAHAHAI just need a few more tweaks and it'll be released soon ahahaha ^^ very good job anyway :DD but i was wondering, would it be better to keep it as it is or switch the order of stage 2 with stage 1 ? I'm not sure of what I'm suggesting here actually I'm 50-50 thinking if it looks better that way or not it's up to you anyway I might be wrong
karlpaws Posted October 12, 2015 Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr 1, 3 and 4 look great, but I'm wondering how she can hold up that large cat in 2?
llabsky Posted October 12, 2015 Author Posted October 12, 2015 ahahaha ^^ very good job anyway :DD but i was wondering, would it be better to keep it as it is or switch the order of stage 2 with stage 1 ? I'm not sure of what I'm suggesting here actually I'm 50-50 thinking if it looks better that way or not it's up to you anyway I might be wrong All you would need to do is change the name of the files to switch the order. So once in game you can switch it around yourself and see which you like better. I kept it that way since I changed the first stage from the sabre cat standing up to on all fours but didn't change the order. It's all the same to me though so if someone else suggests that then I'll do it no problem. Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr 1, 3 and 4 look great, but I'm wondering how she can hold up that large cat in 2? she isn't taking any weight. Perhaps I should move the cats back legs closer? Based on this picture... NSFW obviously http://www.hentai-foundry.com/pictures/user/TheRealShadman/196911/Arcanine-Captured-Young-Trainer
ZarthonTheVanquished Posted October 12, 2015 Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr 1, 3 and 4 look great, but I'm wondering how she can hold up that large cat in 2? I don't know, dragon power? XD I'm not sure it's that bad to be honest - he's not resting all his weight on her, at least part of it is on his rear legs. And saber cats are a lot more fluff than you'd think! :] I'm using the skeleton and mesh from meshes.bsa (meshes>actors>witchlight>character assets) But they are missing essential bones that every other creature has :\ It seems like skeleton.nif and witchlightmesh.nif need to be combined... This is new to me lol I wonder if it has something to do with their "unique" death mechanic. They drop a havok-enabled activatable object when they die - maybe that object has to utilize the skeleton and/or mesh as well, and this is another classic example of Bethesda hacking a workaround for their crappy engines? :]
llabsky Posted October 12, 2015 Author Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr 1, 3 and 4 look great, but I'm wondering how she can hold up that large cat in 2? I don't know, dragon power? XD I'm not sure it's that bad to be honest - he's not resting all his weight on her, at least part of it is on his rear legs. And saber cats are a lot more fluff than you'd think! :] I'm using the skeleton and mesh from meshes.bsa (meshes>actors>witchlight>character assets) But they are missing essential bones that every other creature has :\ It seems like skeleton.nif and witchlightmesh.nif need to be combined... This is new to me lol I wonder if it has something to do with their "unique" death mechanic. They drop a havok-enabled activatable object when they die - maybe that object has to utilize the skeleton and/or mesh as well, and this is another classic example of Bethesda hacking a workaround for their crappy engines? :] I thought about the "dragon power" before too. But that is only true when it's the PC being fucked, not a random NPC I can import the wisps animaitions with the skeleton, but the mesh doesn't stick to the bones so it just stays at 0,0,0. I think I have to make the animation, and wait till it is in game to see what it looks like. Ugh...
ZarthonTheVanquished Posted October 12, 2015 Posted October 12, 2015 I can import the wisps animaitions with the skeleton, but the mesh doesn't stick to the bones so it just stays at 0,0,0. I think I have to make the animation, and wait till it is in game to see what it looks like. Ugh... You've been spoiled by how you can see wtf you're doing in 3ds Max for animations - welcome to the process used for weighting armors! XD
llabsky Posted October 12, 2015 Author Posted October 12, 2015 I can import the wisps animaitions with the skeleton, but the mesh doesn't stick to the bones so it just stays at 0,0,0. I think I have to make the animation, and wait till it is in game to see what it looks like. Ugh... You've been spoiled by how you can see wtf you're doing in 3ds Max for animations - welcome to the process used for weighting armors! XD I'll count my blessings then To everyone. Bad news; I can not make different animations for the 3 sizes of mudcrabs, so I think I will make an animation between the large and giant so the animations will somewhat line up with those and whatever happens with the smallest mudcrab is out of my control At least it's something, right?
s0rO Posted October 12, 2015 Posted October 12, 2015 Sabre Cat preview No in game preview because the SC animations that are already in SL are rotated so my animations look off if I were to simply replace them. They should look fine one they get their own slots s1- http://makeagif.com/7a_gej s2- http://makeagif.com/xAhBwv s3- http://makeagif.com/kJSzY6 s4- http://makeagif.com/chpCyr 1, 3 and 4 look great, but I'm wondering how she can hold up that large cat in 2? she isn't taking any weight. Perhaps I should move the cats back legs closer? Based on this picture... NSFW obviously http://www.hentai-foundry.com/pictures/user/TheRealShadman/196911/Arcanine-Captured-Young-Trainer damn right shadman ^^ I luv this set )) well if you move the rear legs closer wont the "penis" clip through the pc's back ? it's rather pointy after all isnt it ? hahaha
llabsky Posted October 12, 2015 Author Posted October 12, 2015 damn right shadman ^^ I luv this set )) well if you move the rear legs closer wont the "penis" clip through the pc's back ? it's rather pointy after all isnt it ? hahaha I can move the legs forward without moving the whole body. http://imgur.com/a/PztQj But that really doesn't make it any better... I'll leave it as is.
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