Simite Posted December 2, 2017 Posted December 2, 2017 5 minutes ago, R-Lo said: No it's understandable, anything is possible to attempt, I don't use the physics myself but I imagine that it's recognized and recorded in the dope as normal to show in game, Like it's a tool in blender but as you say doesn't so much exist in the game, the game in a sense acts as a player for the blend files,  As far as I can tell, all data is applied to the rig and the mesh itself doesn't contain any data, If you delete the rig, the actor or object will drop straight to the floor,  In order to achieve the flexibility shown here is a nice mix of rotation (r) and grab (g) of the bones Yeah this makes sense I guess, life would have been much easier if I could let the physics do all the jiggeling for me XD Thankyou for all your helpies R-Lo, you're the bestest. 1
Simite Posted December 2, 2017 Posted December 2, 2017 I've got a solid IK rig now so the feet are firmly planted where I want them, even got the foot roll figured out even though the tutorial I found on youtube totally skipped over that bit, I'm going to be trying my first multiple actor animation test later. Wont be long before I have a couple sweet animations for ya'll to try. 1
R-Lo Posted December 2, 2017 Posted December 2, 2017 1 hour ago, Simite said: I've got a solid IK rig now so the feet are firmly planted where I want them, even got the foot roll figured out even though the tutorial I found on youtube totally skipped over that bit, I'm going to be trying my first multiple actor animation test later. Wont be long before I have a couple sweet animations for ya'll to try. You're welcome! I can't take all the credit as I'm just passing it along, Just happy the team is growing so quickly Looking forward to seeing your work! Physics for AP is possible I think and you should maybe talk to Azmodan, who knows.... He maybe working on it already!
HKo_83 Posted December 2, 2017 Posted December 2, 2017 On 1.12.2017 at 2:06 AM, Simite said: https://www.loverslab.com/topic/87101-improved-male-rig-with-penis-bones-updated-17112017/ is where azmos rig can be sourced, I think you can still get it anyway. Thank you billions!  Aaaaaand now I have new problem....  I added three new animations into my xml, and when I tried to make the stbl and name my animations, I only got to nro9 and after adding (reopened after exporting) and inserting new line it only changes the 9th animation name? I've tried already adding only one at a time, exporting to all languages, closing DP-STBLEditor, importing it into my xml, saved, closed and after this starting to add above 9th lines... I'm on a road-trip with bad connection so can't upload anything... all help welcome!
Simite Posted December 2, 2017 Posted December 2, 2017 3 hours ago, HKo_83 said: Thank you billions!  Aaaaaand now I have new problem....  I added three new animations into my xml, and when I tried to make the stbl and name my animations, I only got to nro9 and after adding (reopened after exporting) and inserting new line it only changes the 9th animation name? I've tried already adding only one at a time, exporting to all languages, closing DP-STBLEditor, importing it into my xml, saved, closed and after this starting to add above 9th lines... I'm on a road-trip with bad connection so can't upload anything... all help welcome! I'm not sure I understand, you tried to add a 10th animation name in the STBL files and it only renames the 9th? You're clicking add new line? The most important place to name your animations correctly is inside the XML, I think the STBL is mostly for translating animation names into other languages, its still important but maybe you can focus on re-doing the STBL files after you've got the animations working in game? That's what I would do anyway.
notallinsane Posted December 2, 2017 Posted December 2, 2017 Anyone have any tips on keeping the feet locked in place when moving the rest of the body around? I'm able to do it in blender by creating a bone and binding it to the foot or hand using IK, and it looks fine. But, when I import it into the game it moves around freely. Â Short vid explaining what I mean. Â ehp7PS6.mp4 Â
Simite Posted December 2, 2017 Posted December 2, 2017 10 hours ago, notallinsane said: Anyone have any tips on keeping the feet locked in place when moving the rest of the body around? I'm able to do it in blender by creating a bone and binding it to the foot or hand using IK, and it looks fine. But, when I import it into the game it moves around freely. Â Short vid explaining what I mean. Â https://i.imgur.com/ehp7PS6.mp4 Â {EDIT: okay the video just loaded for me now, I'm not sure what is making it rock into the ground like that, did you move the root bone slightly in one of your keyframes?}
HKo_83 Posted December 3, 2017 Posted December 3, 2017 20 hours ago, Simite said: I'm not sure I understand, you tried to add a 10th animation name in the STBL files and it only renames the 9th? You're clicking add new line? The most important place to name your animations correctly is inside the XML, I think the STBL is mostly for translating animation names into other languages, its still important but maybe you can focus on re-doing the STBL files after you've got the animations working in game? That's what I would do anyway. Thanks fort he reply, I got around the 10th line problem by changing the name of my instance ID (tried to use same instance for a group of animations)...  Now to test and adding the "noise" into the animations and I'll have some what first package to upload and share... 1
Simite Posted December 3, 2017 Posted December 3, 2017 9 minutes ago, HKo_83 said: Thanks fort he reply, I got around the 10th line problem by changing the name of my instance ID (tried to use same instance for a group of animations)...  Now to test and adding the "noise" into the animations and I'll have some what first package to upload and share... Cool, I look forwards to trying them out :)
HKo_83 Posted December 4, 2017 Posted December 4, 2017 OH the amount of fail after hours of work... All my animations are working "well" they're staged to play in sequence, only thing I needed to ad was the voice... after some-what half way adding both actors voices I realize I've been giving them frame number instead of time stamp... Well, not a big mistake, but gonna take some time to fix that error...  Oh, and I got fixed that naming issue... showing me twice in the beginning... Sooo... Got to take another evening to fix all those times on voices and finish the package...  G'nite! 1
KekkoLove Posted December 4, 2017 Posted December 4, 2017 Guys, have you seen the latest Amra72 animations with tongue and penis soft?????? I recommend you download them now ... are better than seeing a movie! AMAZING! Great Amra72!!!!!!!Â
Redabyss Posted December 5, 2017 Posted December 5, 2017 17 hours ago, kekko said: Guys, have you seen the latest Amra72 animations with tongue and penis soft?????? I recommend you download them now ... are better than seeing a movie! AMAZING! Great Amra72!!!!!!! Sorry but I don't see how this fits this thread :S
Simite Posted December 8, 2017 Posted December 8, 2017 So I was naive in thinking I had the IK all figured out, I'm attempting to merge Kijiko Pose-Helper onto a male rig (w/penis bones and such.) with very nearly perfect results, excluding the left hand which has decided to morph strangely, anyone with a better understanding can tell me what I did wrong? The strange thing for me is that the Right hand works fine, and I did the left exactly the same..... :( Â If we can figure out a working version I'm sure I'm not the only one who would like to be able to use this :) [Kijiko]IK_PSCH_AdvancedRig.blend
Simite Posted December 9, 2017 Posted December 9, 2017 On 12/8/2017 at 8:14 AM, Simite said: So I was naive in thinking I had the IK all figured out, I'm attempting to merge Kijiko Pose-Helper onto a male rig (w/penis bones and such.) with very nearly perfect results, excluding the left hand which has decided to morph strangely, anyone with a better understanding can tell me what I did wrong? The strange thing for me is that the Right hand works fine, and I did the left exactly the same..... :(  If we can figure out a working version I'm sure I'm not the only one who would like to be able to use this :) [Kijiko]IK_PSCH_AdvancedRig.blend Okay I had the b__L_Hand__ bone copying the rotation of the L_forearm_rot instead of the L_Hand_rot, if you change that one bone then its a pretty good Inverse Kinematic setup for anyone who wants it. (just remember to LocRot on both rigs and remove the control rig when your animation is complete.)
HKo_83 Posted December 13, 2017 Posted December 13, 2017 I've done it ! ! ! ! ! Animations - Check! xml - Check! Package - Check! STBL - Check! Added Voices - Check! Tested - Check! {still having a minor naming issue!}  Now, I noticed I had named one of my animations (in stbl) so that I couldn't figure out what was the original animation... and I presumed deleting that stbl-line and generating new would over come this problem, but now the animations (in game) is nameless ... Any advice to correct this last mistake I've done? (I remember some one had similar thing in their stbl file?)  [ still have to get some preview material for the release! ] 1
Redabyss Posted December 13, 2017 Posted December 13, 2017 2 minutes ago, HKo_83 said: I've done it ! ! ! ! ! Animations - Check! xml - Check! Package - Check! STBL - Check! Added Voices - Check! Tested - Check! {still having a minor naming issue!}  Now, I noticed I had named one of my animations (in stbl) so that I couldn't figure out what was the original animation... and I presumed deleting that stbl-line and generating new would over come this problem, but now the animations (in game) is nameless ... Any advice to correct this last mistake I've done? (I remember some one had similar thing in their stbl file?)  [ still have to get some preview material for the release! ] Perhaps you have to correct the code in the XML? Remember there is a code which is equivalent to the name you wrote in the SBTL file. When you copy the code in the XML, the name will appear. So perhaps you didn't update said code.
doan77 Posted December 13, 2017 Posted December 13, 2017 46 minutes ago, HKo_83 said: I've done it ! ! ! ! ! Animations - Check! xml - Check! Package - Check! STBL - Check! Added Voices - Check! Tested - Check! {still having a minor naming issue!}  Now, I noticed I had named one of my animations (in stbl) so that I couldn't figure out what was the original animation... and I presumed deleting that stbl-line and generating new would over come this problem, but now the animations (in game) is nameless ... Any advice to correct this last mistake I've done? (I remember some one had similar thing in their stbl file?)  [ still have to get some preview material for the release! ] in the xml:  <T n="animation_raw_display_name">XXXXXXX</T> <!-- [REMOVE IF UNSUSED] Raw Text for displayed animation name. Remove this field if using the "animation_display_name" field. -->  That's how i doÂ
HKo_83 Posted December 13, 2017 Posted December 13, 2017 40 minutes ago, Redabyss said: Perhaps you have to correct the code in the XML? Remember there is a code which is equivalent to the name you wrote in the SBTL file. When you copy the code in the XML, the name will appear. So perhaps you didn't update said code. The same acquired in my mind... Another I thought was that I named it "Heating Up (AP)" and that the *( ) was not compatible went back to stbl, deleted that row, made a new, exported to all languages, uploaded into xml, and copy+pasted new hex into correct place... after this at least one (other) animation is missing name... still have to see if this "Heating Up" name is missing or is it at least in correct place... Â
HKo_83 Posted December 13, 2017 Posted December 13, 2017 54 minutes ago, doan77 said: in the xml:  <T n="animation_raw_display_name">XXXXXXX</T> <!-- [REMOVE IF UNSUSED] Raw Text for displayed animation name. Remove this field if using the "animation_display_name" field. -->  That's how i do How dump can one feel after deleting more than necessary... I accidentally deleted also the now missing line from STBL, so perhaps now ( after redoing my package the seventh time!) I have all the names in place...  gotta test it again ( fourth time this evening!) LOL  [EDIT:]  YUP! Now all names are in places, stages work as made in xml so some pictures, videos and releasing is at hand!  Thanks ya all for big help on this progress!   got some new stuff cooking also! 1
R-Lo Posted December 13, 2017 Posted December 13, 2017 1 hour ago, HKo_83 said: How dump can one feel after deleting more than necessary... I accidentally deleted also the now missing line from STBL, so perhaps now ( after redoing my package the seventh time!) I have all the names in place...  gotta test it again ( fourth time this evening!) LOL  [EDIT:]  YUP! Now all names are in places, stages work as made in xml so some pictures, videos and releasing is at hand!  Thanks ya all for big help on this progress!   got some new stuff cooking also! Best of luck! Can't wait to seeÂ
HKo_83 Posted December 15, 2017 Posted December 15, 2017 800+ downloads... seems like there's no stop for desire of new animations... Now I think I'll need a topic for ppl to post their thoughts about them? Â Â
Simite Posted December 16, 2017 Posted December 16, 2017 17 hours ago, HKo_83 said: 800+ downloads... seems like there's no stop for desire of new animations... Now I think I'll need a topic for ppl to post their thoughts about them? Â Â it automatically creates a thread for the download with the same description and images as the download page, so people will be able to comment directly about that download on that thread. 1
Simite Posted December 18, 2017 Posted December 18, 2017 So Azmo's rig got updated into the main WW files now? like even for the none patreons? Wondering if I should remove the link to azmo's rig as a required mod for AP?
autobanned Posted December 18, 2017 Posted December 18, 2017 13 minutes ago, Simite said: So Azmo's rig got updated into the main WW files now? like even for the none patreons? Wondering if I should remove the link to azmo's rig as a required mod for AP? yes you should
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