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Animation alignments and meshes/skeletons


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Posted

Problem pertains to Sexlab's and MNC's way of handling animations. If I swap vanilla dog's mesh to another, higher-grade one (like the one contained in AIO UUNP HDT Animated Pussy Body Mod), the animations for the new mesh will become misaligned. If i try aligning them by hand, another problem arises - Huskies contained in MNC use those same animations, so by aligning new dog mesh, Ill break husky animations and vice versa.

 

Is there any way of actually making Huskies and Dogs use different versions of the same animation? Through animation profiles perhaps?

 

Is the disalignment after mesh-swap caused by the mesh itself, or the skeleton, or both? In case of creatures, is it possible to change the mesh, but keep the skeleton?

 

Thanks for the help!

Posted

The answer is not going to be 100% cut and dried, because it is all related.

 

In general, animations control the skeleton and the skeleton controls the mesh. Misalignment can happen if you have the same animation and skeleton, but two different meshes, simply because those two meshes are not in perfect alignment (one is taller, wider, shorter or whatever).  So you have be very careful on what you switch in and out.

 

So the answer to your last question is going to be both.

 

The trick would be to have huskies and dogs setup as two different creatures and then align them accordingly.  Unfortunately, I don't know if that is even possible.  If it isn't, you may have to make a choice between one or the other.

Posted

The answer is not going to be 100% cut and dried, because it is all related.

 

In general, animations control the skeleton and the skeleton controls the mesh. Misalignment can happen if you have the same animation and skeleton, but two different meshes, simply because those two meshes are not in perfect alignment (one is taller, wider, shorter or whatever).  So you have be very careful on what you switch in and out.

 

So the answer to your last question is going to be both.

 

The trick would be to have huskies and dogs setup as two different creatures and then align them accordingly.  Unfortunately, I don't know if that is even possible.  If it isn't, you may have to make a choice between one or the other.

 

Thank you for the comprehensive answer.

 

As a heavy-handed approach, would just replacing skeletons, meshes and textures of vanilla dogs with huskies work (so that all of the dogs ARE huskies)? Or is there some other variable I would need to change as well?

Posted

Animations are made with a particular skeleton, which in this case the two seem to share, so you will be fine by just replacing the dog meshes.  You should not need to touch the skeletons or textures at all (reason being that meshes contain texture paths for the textures they need so that is covered, and the two skeletons would need to be the same anyway for the animations to work for both).

 

Cheers,

Greg

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