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Ini description for Lovers animations


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Posted

Yo, i've decided to try to make some new animations for Lovers, and i successfully created some with 3dsMax. Anims are very well detailed everything is cool until i try to insert them for usage, because they look quite different ingame, characters floating in weird positions or something and it really pisses me off after two days of animating.

 

My question is: Is there are some english description or tutorial for the ini files somewhere? Im sure this screws it up because the animation itself looks awesome in 3dsMax and Nifskope finds no errors.

 

Can anybody help me with this?

Thanks in advance!

Guest Donkey
Posted

If you are using my animation project 2.4 i think 1 to 4 areleady should have somewhat English translation for ini. If not here is basic translation i created for my own use. When i was still adding to creature animations.

 

 

 

This is just the basic template for ini number 78.

 

 

I am not saying you will get fully aligned but this should atleast giv you some idea of what ini is trying to tell you.

 

Not sure if anyone ever tried to fully translate it but i got bored after creating animation ini from 1 to 10 and then notcied i still needed 199 more. So never finished that part.

Posted

If you are using my animation project 2.4 i think 1 to 4 areleady should have somewhat English translation for ini. If not here is basic translation i created for my own use. When i was still adding to creature animations.

 

 

 

This is just the basic template for ini number 78.

 

 

I am not saying you will get fully aligned but this should atleast giv you some idea of what ini is trying to tell you.

 

Not sure if anyone ever tried to fully translate it but i got bored after creating animation ini from 1 to 10 and then notcied i still needed 199 more. So never finished that part.

 

Thanks you so much Donkey, i was sure that you will be the first who helping me out, i really appreciate your gentleness and professional knowledge im very grateful for it.

 

Just an idea raped my mind, what if i will try to rotate the sh*t out from my two characters in 3dsMax without bothering inis.

I mean grabbing a random ini which is so close for my ideas then align them after i finished with the basic animation? I think it should work, because coordinates between objects and skeleton parts shoukd be constant, despite of distortion which is coming from rotation by the ini file. I think a counter-rotation in 3dsMax might work, what do you think?

Guest Donkey
Posted

I have no knowlage of 3dmax sine i never used it before. But creating animation in blender can really be fucked up if you don't keep them both at 0 offset. Check one of the obliion dog animation to see why.

 

Not sure why but the creator made a really starnge X-as offset so large that it would take a pain to align in-game even though chaging it back to 0 would have been even easier to do.

Posted

It can be counter-rotated in 3dsMax but it takes hours to set only one animation properly so this wont work on this way, i think i must try to understand inis, and this translated version seems much more better than japanese and russian ones, however it differs from some other motion inis, maybe others have something extra in them. Supporting other skeletons, i don't know, buti think this 78 one works similarly. Damn, animating isn't that difficult but managing these x,y,z stuffs just pissing me off.

Guest Donkey
Posted

I have no idea how 3dmax works. i am still struggling by the fact it can't even export a simple kf file right now. In blender it was easier. By the fact if you export it it should already be pretty clear how it will look in game. when you prview the animation in Tes contruction set it should already see how it will look is it facing forward is it placed under fround etc..

 

Then you can use different part of the ini.

 

xymov will be the same for the key 1 and 2 in game

xaddz will be the same for the key 3 and 4 in game

zaddz will be the ssame for the key 9 and 0 in game

 

So once your in-game you can just switch the tilde key when adjusting postion and write the numbers then you can edit the ini to reflect the position you found best in-game.

 

I think this was final full translation for an ini. explaining the key like i did above.

Posted

Thanks for the ini, it is a very cool one!

 

Now i can see a bit clearlier, in fact i think bad animations might be coming from the animating progress itself, because i just rotated all bodies with the skeleton part named Bip01 pelvis so i set up all pelvis coordinates (x,y,z) to 0, after inserting this mess into the game no change happened! I guess there must be a root part for all skeleton, which determines how will it looks like, and might be deformation coming from the step where i grab the full body for totation.

 

I think that all i need to do is to find the point which can rotate bodies, and set its all coordinates to zero. Than i can synchronize it with the ini.

Guest Donkey
Posted

Maybe you know the asnwer to this problem:

 

http://www.loverslab.com/showthread.php?tid=7218&action=lastpost

 

i have been following this tutorial on how to import and animate but whe i get to the point it says you need to select all i get an error about duplicate nodes No idea what it means.

 

i had attached a file to that post maybe you could check why it refuce to export evrytime i try it just export an 1kf file. So that is not right.

Posted

Here is what I usually do:

 

Find a standard, solid animation and import that into blender.

Clear rotation for all the bones, except Bip01 and Bip01NonAccum

Save this as a template, along with a copy of the .ini

Now you can use the pelvis for the placement/rotation and only have to minimally change the .ini values.

 

Now you have a fresh setup for whenever you want to make a new position. Just remember to change the 'sposgroup' number in the .ini depending on which of the motions it should belong to.

 

Remember to 'set xLoversPkrQuest.chinupo to 0' otherwise it won't display the futa mesh

Posted

Maybe you know the asnwer to this problem:

 

http://www.loverslab.com/showthread.php?tid=7218&action=lastpost

 

i have been following this tutorial on how to import and animate but whe i get to the point it says you need to select all i get an error about duplicate nodes No idea what it means.

 

i had attached a file to that post maybe you could check why it refuce to export evrytime i try it just export an 1kf file. So that is not right.

 

I converted your file, but i cannot check it out with Nifskope since i don't have fallout skeleton. I had similar problems when i did not checked the box named Short Nodes.

Take a look, maybe it works.

When you import another skeleton and object, be sure that you merge them with the same object and skeleton parts name, but during animation process try to isolate one from the other with "freezing" tool. (right click after selection) After you finished you can export them without error.

 

Nusbie: Thanks for the tip!

 

P.S. I cannot attach the file it says not allowed...

Guest Donkey
Posted

Ok here is something weird.. When i import an animation i already made with blender i can export it corretly.

 

Anychance you could tell me how to setup an npc correctly in 3dmax ??

 

I remember when i first import a skeleton in blender i need to set it up correctly like constrain it and use x-ray on the skeleton to morph correctly.

 

Also before exporting the animation i need to open text editor

and create anim

and set it up with

 

1/start

30/end

 

etc and export it correctly.

 

But somehow this does not apply to 3dmax at all i think that is why it wasn't exporting since it was not setup correctly.

Posted

Sorry im at work but i try to do a fast reply

 

At first i open a skeleton then i add some skin on it from my oblivion folder, and after that i import a kf from somewhere then i do a "save as" into a max file. I do the same matching with another character-animaton, saving again into another max, then i open one from them and MERGE all their stuff together that program asking. (There are two message pops up for me with names skins etc.) After finishing animating process, i separate the two characters and i save their skeleton along with the animations into a kf file.

 

Positioning another mystery for me because if i try to make an animation on my own it simply doesn't work, to be honest i just tried to make a new animation from another with the same datas. I am on the beginner level as well. I wish i could help more but if i learn something new, i will share my thoughts, cauz im planning to join for the modding community somehow, and animating seems fun! Skyrim awaits us, it is a new source of virtual playground that we can shape for ourselves.

 

This is a late reply but if you are still interested you can check out the fallout babe, hopefully it works, but i cannot check that out, i can guess only

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