Guest Posted January 2, 2018 Posted January 2, 2018 13 hours ago, dagobaking said: Can someone give the steps needed to make a 2 person animation in 3DSMax and/or MotionBuilder (using MaikCG's rig)? To clarify, not the Bethesda, dual-person animations. But, animate two separate rigs in one file so that its easier to see how everything lines up. Then export to two different animations to be played together in Four Play, etc. In Skyrim, there was a rig that already had two characters in it. You animated both. Then, deleted one before exporting. Then, revert, delete the other one and export again. I could go with that process if necessary. But, am not sure how to properly get two character rigs together in one file to start from... You do exactly like you said it was in Skyrim "You animated both. Then, deleted one before exporting. Then, revert, delete the other one and export again." just before you import the second rig add a prefix to all files in the first rig for ex: rig002 and so on to all files from rig one so you know what you delete. and when importing the second rig you do like, Import/Merge check merge box, ok / use merged material... ok and when you animate you don't want the two root to be on the same coordinates. also check THiS documentation by SadeAnimator.
dagobaking Posted January 3, 2018 Posted January 3, 2018 6 hours ago, Gamoholik said: You do exactly like you said it was in Skyrim "You animated both. Then, deleted one before exporting. Then, revert, delete the other one and export again." just before you import the second rig add a prefix to all files in the first rig for ex: rig002 and so on to all files from rig one so you know what you delete. and when importing the second rig you do like, Import/Merge check merge box, ok / use merged material... ok and when you animate you don't want the two root to be on the same coordinates. also check THiS documentation by SadeAnimator. Thank you. Sorry to request such basic info. But, can you give some more detailed steps on how to import the second rig? The import dialogue has a lot of settings that I don't know about. When I tried importing a rig into MotionBuilder with MaikCG's rig, I ended up with what looked like two additional skeletons with no skins. Confusing since loading the file by itself looks like one skeleton with a skin... When you say to add a prefix to all files, do you mean the files as seen from windows? Or, within 3DS? It looks like it is only one rig file in windows. So, rename the one file? Again, sorry for the newbie questions.
Guest Posted January 3, 2018 Posted January 3, 2018 3 hours ago, dagobaking said: Spoiler Thank you. Sorry to request such basic info. But, can you give some more detailed steps on how to import the second rig? The import dialogue has a lot of settings that I don't know about. When I tried importing a rig into MotionBuilder with MaikCG's rig, I ended up with what looked like two additional skeletons with no skins. Confusing since loading the file by itself looks like one skeleton with a skin... When you say to add a prefix to all files, do you mean the files as seen from windows? Or, within 3DS? It looks like it is only one rig file in windows. So, rename the one file? Again, sorry for the newbie questions. yes you change the name of all files of one 3dsmax scene from Maik or Shade if you want, yes within 3ds so you don't get confused when you delete one scene before exporting. and before importing. i will take some screeshots a bit later if you still having problems. 3 hours ago, dagobaking said:
Vader666 Posted January 3, 2018 Posted January 3, 2018 In 3dsMax, Just open the Rig and select everything, use the rename tool to add a suffix, im using _AC1 for actor 1 _AC2 for actor 2 etc, to everything you selected and create a selection set Now import > merge the same rig and select everything that does not contain the String _AC2 ( press H > select > search > set up the condition to "does not contain" > set the value to the suffix you used for the other actor > click add > click select. Now everything of your second actor should be selected. Add a suffix to everything of your second actor just like you did with the 1st and do a selection set for this actor too. Now you can animate both actors. When exporting, just remove the suffix of one of the actors and export. Havok exports only the nodes that are found in the scene AND the rigmap.txt so the suffix of the 2nd actor prevents a mess. After exporting reapply the suffix, remove the suffix of the other actor and export. Thats how im doing it. Deleting one of the actor after animating will mess up ik targets and stuff that are constrained / linked to parts of the other actor ( Obviously... ).
dagobaking Posted January 3, 2018 Posted January 3, 2018 17 hours ago, Gamoholik said: yes you change the name of all files of one 3dsmax scene from Maik or Shade if you want, yes within 3ds so you don't get confused when you delete one scene before exporting. and before importing. i will take some screeshots a bit later if you still having problems. 14 hours ago, Vader666 said: In 3dsMax, Just open the Rig and select everything, use the rename tool to add a suffix, im using _AC1 for actor 1 _AC2 for actor 2 etc, to everything you selected and create a selection set Now import > merge the same rig and select everything that does not contain the String _AC2 ( press H > select > search > set up the condition to "does not contain" > set the value to the suffix you used for the other actor > click add > click select. Now everything of your second actor should be selected. Add a suffix to everything of your second actor just like you did with the 1st and do a selection set for this actor too. Now you can animate both actors. When exporting, just remove the suffix of one of the actors and export. Havok exports only the nodes that are found in the scene AND the rigmap.txt so the suffix of the 2nd actor prevents a mess. After exporting reapply the suffix, remove the suffix of the other actor and export. Thats how im doing it. Deleting one of the actor after animating will mess up ik targets and stuff that are constrained / linked to parts of the other actor ( Obviously... ). Thank you both. Makes sense. I'm going to follow this process to set up base files for different scenes... One thing that is driving me crazy is that there are some layers that appear locked. I can unlock them with "Unhide All". But, then everything looks like a mess and it's a lot of work re-hiding things to remove controls that aren't necessary when animating. I don't understand why there isn't an "Unhide Selection" option? It makes it difficult to simply switch the body being used from the default female body to the male body hidden on another layer. What am I missing?
dagobaking Posted January 3, 2018 Posted January 3, 2018 Never mind. I switched from "Sort by Hierarchy" and it gave me better options. Thanks again.
dagobaking Posted January 5, 2018 Posted January 5, 2018 On 1/2/2018 at 7:38 PM, Gamoholik said: On 1/2/2018 at 10:05 PM, Vader666 said: Anyone know where to add annotations for custom AnimEvents? I'm trying to follow ShadeAnimators guide. But, it's a bit unclear: It says to select the "Root Joint". There are several items throughout the files labeled as "root". So, what should I be looking for in this case? It says that the scenes packaged with the kit should already have the notes layer added. I could be missing where the correct root is. But, the ones I have opened up with the dope sheet do not appear to have the notes layer. Ideas?
Guest Posted January 5, 2018 Posted January 5, 2018 3 hours ago, dagobaking said: Spoiler Anyone know where to add annotations for custom AnimEvents? I'm trying to follow ShadeAnimators guide. But, it's a bit unclear: It says to select the "Root Joint". There are several items throughout the files labeled as "root". So, what should I be looking for in this case? It says that the scenes packaged with the kit should already have the notes layer added. I could be missing where the correct root is. But, the ones I have opened up with the dope sheet do not appear to have the notes layer. Ideas? You select the ROOT of the rig that you want to have Annontatins. Open schematic. Spoiler If you don't have already the notes in your scene you have to add them. click left on transform - edit - note track - add (click on key icon to add keys) Spoiler Spoiler I know life is a b.... animating fo4 AND with all the documentation provided by Shade or Malk. i had to figured out all that myself.... So we as modders we need to learn the basics of max for ex. Shade also mentioned that he will not teach us how to work with max, maya. etc. Nobody will give you step by step instruction,tutorials on how to use max with this tool for ex. and who knows something he won't explain you, either is time consuming or he don't want. but that doesn't mean you can't ask for help I hope you get the point let me know if you have any other problems. good luck.
dagobaking Posted January 6, 2018 Posted January 6, 2018 21 hours ago, Gamoholik said: I know life is a b.... animating fo4 AND with all the documentation provided by Shade or Malk. i had to figured out all that myself.... So we as modders we need to learn the basics of max for ex. Shade also mentioned that he will not teach us how to work with max, maya. etc. Nobody will give you step by step instruction,tutorials on how to use max with this tool for ex. and who knows something he won't explain you, either is time consuming or he don't want. but that doesn't mean you can't ask for help I hope you get the point let me know if you have any other problems. good luck. Thank you. I understand. But, is there such a thing as anything "basic" in this app? I feel like these instructions would be needed even for experienced Max users! Something is still off for me on the annotations. I open the schematic view and found root like you describe. But, after selecting Root and opening the dope sheet, it looks different than yours. It doesn't even show root there. Here's a screenshot: Spoiler This is just using the Max scene that came with the kit. So, doesn't seem like the file can be messed up...?
Guest Posted January 8, 2018 Posted January 8, 2018 On 06.01.2018 at 7:16 AM, dagobaking said: it looks different than yours. It doesn't even show root there. Here's a screenshot: expand the - Medit Materials (click on the minus icon next to Medit Materials)
Deleterious76251 Posted January 12, 2018 Posted January 12, 2018 Fall out 4 pc requires 8G R.A.M I have 4G R.A.M would it still work?
Guest Posted January 12, 2018 Posted January 12, 2018 9 hours ago, Deleterious76251 said: Fall out 4 pc requires 8G R.A.M I have 4G R.A.M would it still work? If your OS is 64bits it will actually work (it worked during one of my tests.) But it is almost unplayable, the game will freeze a lot.
ShadeAnimator Posted January 13, 2018 Author Posted January 13, 2018 @Gamoholik If you have some time, I think everyone would appreciate if you could update that F4AK guide on nexus with your details and screenshots. So people won't have to ask these questions again, or if they do - they can be just pointed to that manual. You can just put everything below the main guide. I think I need to update it to the latest text from F4AK.
Guest Posted January 13, 2018 Posted January 13, 2018 9 hours ago, ShadeAnimator said: @Gamoholik If you have some time, I think everyone would appreciate if you could update that F4AK guide on nexus with your details and screenshots. So people won't have to ask these questions again, or if they do - they can be just pointed to that manual. You can just put everything below the main guide. I think I need to update it to the latest text from F4AK. Your documentation and guide is pretty clear for those who knows medium to advanced in working with 3d programs like max but what i think is that for new users who just want to start now animating FO4 for ex. they want to know the basics of : -importing-animating-exporting-adding the new animations to the game-creation kit- etc. (yeah the basics, but from a to z) just my opinion. of course if someone is asking how to install a program for ex. max, like i seen a post above, then he is far away from animating. so the best way in learning this is to do it yourself, yeah with frustration,errors etc. but you learn from mistakes like i did. Maybe i will make a tutorial with pictures but a video would be better for ppl who just start now. but i can't promise.
pearson Posted January 25, 2018 Posted January 25, 2018 Soooo, new update hit today and the patch notes say there's been a big change to the animation system. Anyone had a chance to check it out yet? How bad/good does it look?
Guest YaOi89 Posted December 8, 2018 Posted December 8, 2018 Thanks for the guide and toolkit. I have a question about Blender and FBX export - in guide You wrote that actually it's possible to import FBX, create animation and export back to FBX. Could You please describe this process more detailed? I am very familiar with Blender and it's animations but can't get how to properly import provided FBX rig. It imports, but bones are look like total mess and work very bad: Do I do something wrong or actually it's not possible to do right despite guide tells the opposite?
ZaZ Posted December 8, 2018 Posted December 8, 2018 13 hours ago, YaOi89 said: Thanks for the guide and toolkit. I have a question about Blender and FBX export - in guide You wrote that actually it's possible to import FBX, create animation and export back to FBX. Could You please describe this process more detailed? I am very familiar with Blender and it's animations but can't get how to properly import provided FBX rig. It imports, but bones are look like total mess and work very bad: Do I do something wrong or actually it's not possible to do right despite guide tells the opposite? This is all uncharted territory actually, I did manage to export animations via 2.49b using the rigs I made 3 years ago. But they had to be brought into 3Ds max for final export anyway. Spoiler This you can play around and see if its possible via FBX FO4 Basic.blend FO4 Basic Test.blend Good Luck I am a little busy with the Extended Skeleton Development . Cant be of much help right now , but will see how it goes later. EDIT - Had Uploaded Skyrim ones by mistake. Fixed
Guest YaOi89 Posted December 9, 2018 Posted December 9, 2018 13 hours ago, ZaZ said: This is all uncharted territory actually, I did manage to export animations via 2.49b using the rigs I made 3 years ago. But they had to be brought into 3Ds max for final export anyway. Reveal hidden contents This you can play around and see if its possible via FBX FO4 Basic.blend FO4 Basic Test.blend Good Luck I am a little busy with the Extended Skeleton Development . Cant be of much help right now , but will see how it goes later. EDIT - Had Uploaded Skyrim ones by mistake. Fixed Thanks a lot! I will try. Yeah, I hope I will manage to export them via 3ds max - I am already able to export files from blender with 3ds bridge so this workaround is familiar to me.
sabira1990 Posted March 7, 2019 Posted March 7, 2019 Привет всем. Хотела узнать у знающих людей вот это: Вы можете сделать мод, чтобы секс игрушки были бы полностью анимированые. Я имею в виду, чтобы не просто персонаж вставила что то себе в тело, а чтобы это что то было ПОЛНОСТЬЮ анимировано в её теле, и возбуждало до полного оргазма. А то получается полная ерунда. Персонаж вправляет себе в анус бейсбольную биту, и в тоже время может спокойно сесть в кресло, с этой битой в ..... . Разве не глупость это? В Скайриме есть мод, персонаж вызывает заклинанием щупальце, которые сажают в как бы в кресло npc, и трахают. Вот такой бы мод в Fallout сделать, было бы куда больше веселья для игроков.
full_inu Posted May 10, 2019 Posted May 10, 2019 Exporting BSClothExtraData as HKX, converting it into readable XML, editing some values and then packing back to HKX... is this the right way to go? It seems as a valid approach, though.
A.N.R Posted May 17, 2019 Posted May 17, 2019 Sorry for the nebie question but Can I use 3d Maxs 2017 for animations? if not where can I get earlier versions. The only ones on the Autodesk site go from 2017 - 2020 There is a Maya version the is 2016, will that work with no issues.
dagobaking Posted May 19, 2019 Posted May 19, 2019 On 5/17/2019 at 10:51 AM, ARRadiation said: Sorry for the nebie question but Can I use 3d Maxs 2017 for animations? if not where can I get earlier versions. The only ones on the Autodesk site go from 2017 - 2020 There is a Maya version the is 2016, will that work with no issues. I think 2016 might be the latest you can use with the Havok tool. I thought that Autodesk was still offering 2016... You sure it's at 2017 minimum? Maya MIGHT work since Havok can be installed there. I would be curious to hear if someone can get it to work because I like Maya over Max. The main prob I see there is that the rigs are made for Max. So, you would need to know how to get those loaded into Maya.
A.N.R Posted May 19, 2019 Posted May 19, 2019 10 hours ago, dagobaking said: I think 2016 might be the latest you can use with the Havok tool. I thought that Autodesk was still offering 2016... You sure it's at 2017 minimum? Maya MIGHT work since Havok can be installed there. I would be curious to hear if someone can get it to work because I like Maya over Max. The main prob I see there is that the rigs are made for Max. So, you would need to know how to get those loaded into Maya. These are all the options you get from the official site
SAC Posted May 19, 2019 Posted May 19, 2019 3 hours ago, ARRadiation said: These are all the options you get from the official site True. I even insisted on their support channel and they still haven't given me access to earlier versions. Still, there are torrents around...
A.N.R Posted May 21, 2019 Posted May 21, 2019 On 5/19/2019 at 4:00 PM, SAC said: True. I even insisted on their support channel and they still haven't given me access to earlier versions. Still, there are torrents around... You wouldn't happen to know where I can uh... "borrow" 3dsmax 2015 I tried looking but nothing good. On 5/19/2019 at 2:24 AM, dagobaking said: I think 2016 might be the latest you can use with the Havok tool. I thought that Autodesk was still offering 2016... You sure it's at 2017 minimum? Maya MIGHT work since Havok can be installed there. I would be curious to hear if someone can get it to work because I like Maya over Max. The main prob I see there is that the rigs are made for Max. So, you would need to know how to get those loaded into Maya. I've previously tried maya 2016 a while ago but couldn't get it to work with FO4. I'm a blender animater anyway so if Maya isn't really supported I would of had no chance. r.i.p my dreams
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