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Animator Question: Character Havok Collision


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I have a question to animators:

 

When you make animations, is "collision" something that you have to move along with the bones? I ask because I have wasted an entire day trying to properly get soulgems to fly out of my vagina, i got it down for a few animation poses, but some of them completely weird shit happens.

 

I eventually figured out that animations like zazapc205 has the character about 200 units north of the characters collision plane - so if i move an object into it, or spawn one in it, the object goes flying out in random ass directions. however, some animations like doggystyle_a1_s4 from sexlab do not do not seem affected by this problem. i was able to figure this out by moving the soulgem to about 150 units above the bone i wanted it at, letting it fall, and then watching it bounce off an invisible standing object. but it doesnt happen to all of them.

 

i even applied the slomoroto hack sexlab and soulgem oven uses to allow multiple actors to occupy the same space so their animations can line up. the soulgems dont seem to honor that hack. but i can moveto player lydia inside it to prove the hack is working. once the animation stops then lydia gets pushed out.

 

my observations suggest that maybe some animations are "wrong" or "incomplete"?

 

that or, some of these animations just have the bone i need far enough away from the collision to not be a problem? but that does not sound right because i am watching these soulgems bounce off my legs in one of the missionary poses as well which suggests that the collision can be moved.

 

setting motiontype on soulgems seems to have 0 effect as well. i coudln't even spawning them keyframed did nothing and spawning them fixed threw errors about invalid. Gem.SplineTranslateToRefNode, had no effect, SplineTranslateTo had no effect, except when i did it on lydia, then it crashed the game

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