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Sexout and Blender: attempts to create something.


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Posted

Well, I decided to try out such creepy thing as animation creation. Create solo animation turned out pretty easy - well, maybe this is wrong way, but I just did it like I do static poses. Worked well ingame. x)

 

But pair anims seems to be freaking out: I created something that looks like pair animation, but I cannot make it work ingame.

 

That's how it looks in render:

 

 

 

 

MFoP3cd.gif

 

 

 

 

Make it work with Sexout is absolutely impossible with my skills. First tests of idles through console was succesfull; but when I refined and finished animations, they crush my game (after playing about 2 seconds) and I cannot understand why. Hoping for help from experienced animators.

 

Also, I'm not sure if I do things right: there is very poor amount of information specifically about Fallout dynamic Idles. Mayde I just passed through frames limit or something? Here's screen from Blender:

 

 

 

 

bvsmmu5.jpg

 

 

 

 

 

Posted

I am not sure how you imported it but you cannot import 2 skeleton in blender. if you do it will override all settings from previous skeleton if you used the same skeleton then no harm done. but exporting can be bit dounting for new commer since you need to rename the skeleton to Scene Root or it won't export correctly. also if using rigs like my other animations you need to first use bake contrains or else the animations will completely fail.

Posted

I am not sure how you imported it but you cannot import 2 skeleton in blender. if you do it will override all settings from previous skeleton if you used the same skeleton then no harm done. but exporting can be bit dounting for new commer since you need to rename the skeleton to Scene Root or it won't export correctly. also if using rigs like my other animations you need to first use bake contrains or else the animations will completely fail.

 

Thanks for response! Actually, somehow bug appeared when in render window end frame was set less than 300. When it is 300 - both animations play ingame succesfully (still not sure how to add them to sexout through).

 

At the momet I am trying to figure out how to use Your awesome rig .blend file. x) I am trying to import and parent my own mesh (Robert runner for "female" actor and Robert default for "male"), don't really succesfull yet.

Posted

...Well, seems no one interested in this thread, but anyway.

 

D-Man rig turned out too complicated for me (actually, constrains baking and export - I just didn't get what I should bake and what/how export properly, so anim turns out totally screwed after export), so I'm trying to make anims with my simple .blend file that contains two characters (the one I use for pair static anims actually).

 

Learning how to use IK for more natural movements, seems it works. Refined anim in render:

 

 

 

 

wzi6dr8.gif

 

 

 

 

Both anims play fine ingame via "playidle" command, so I think they work. Attempt to add them as replacer to Sexout gives pretty wierd result through.

 

 

 

 

317fad70a0.jpg

 

 

 

 

Looks like positioning is just script issue (must be I chose wrong anim to replace - while my actors must look in one direction, this anim turns them to face each other), but why actorA body got that glitches is question for me. When I play anim via console, body looks fine, no glithes.

Posted

 


At the momet I am trying to figure out how to use Your awesome rig .blend file. x) I am trying to import and parent my own mesh (Robert runner for "female" actor and Robert default for "male"), don't really succesfull yet.

 

Not sure what you are doing wrong importing meshes are just a matter of editing the settings from blender and import normally like any other mesh. 

 

 

 


...Well, seems no one interested in this thread, but anyway.

 

D-Man rig turned out too complicated for me (actually, constrains baking and export - I just didn't get what I should bake and what/how export properly, so anim turns out totally screwed after export), so I'm trying to make anims with my simple .blend file that contains two characters (the one I use for pair static anims actually).

 

I don't think it is a matter of interest you did not supply enough information for any one to help further. There is not many here who can help with blender.

 

You still have not answered my question you never mentioned how you even imported it all.

 

As for my rig. you cannot export from the rig itself, you first need to navigate to 11th layer there should be the scene root.f and scene root.m first hit ctrl tab to switch to pose mode hit a to select all bones then hit ctrl + tab to switch back to object mode then use the option in blender named bake contrains it should now create a new armature named something like scene root.f.001 or scene root.m.001 rename one of them to scene root and then export them normally hence repeat the above for the other armature and export that normally.

 

Hopes this helps.

Posted

 

 

You still have not answered my question you never mentioned how you even imported it all.

 

Actually I just imported second sceleton as is - with only humans in one file it works and exports fine. But yep, I noticed that different skeleton screw animations after export (I think it's something related to parent/child relations in skeleton itself, must be it screws up when there is more that one type of skeleton and of cource bone coordinates doesn't export properly).

 

 

 

As for my rig. you cannot export from the rig itself, you first need to navigate to 11th layer there should be the scene root.f and scene root.m first hit ctrl tab to switch to pose mode hit a to select all bones then hit ctrl + tab to switch back to object mode then use the option in blender named bake contrains it should now create a new armature named something like scene root.f.001 or scene root.m.001 rename one of them to scene root and then export them normally hence repeat the above for the other armature and export that normally.

 

Hopes this helps.

 

Thank You! I think it was the problem, I tried export skeleton from 11th layer without baking to totally new armature. ATM I'm more interested in creating static poses (easier to create, easier to use ingame, more capability for making emotional and soulful scenes), but I'll try it again when I'll have mood for it. :)

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