NCK30 Posted November 1, 2023 Posted November 1, 2023 3 hours ago, krzp said: I remember looking at this tutorial for Fallout for dealing with animobjects: https://www.youtube.com/watch?v=p6Rtbr1NlVg I don't know about the 3dsmax parts, as I use Blender & Cascadeur for animations - however, the general principle of it is well explained there, I think ? You need find out which bone the animation object is tied to (if you're re-using an already exisiting one) or create a new animation object tied to a specific bone, then animate said bone in your software (set up a constraint or just do it manually, depending on the type of animation you need). After watching the entire video this is really not witchcraft after all. First time I only saw 10 minutes. I understood most except his spread sheet. And how did he export hkx with Havok Content Tools? I always get xml files that I then convert to hkx with hktcnv. 1
MadMansGun Posted November 1, 2023 Posted November 1, 2023 (edited) 1 hour ago, NCK30 said: How did You prepare the one for 3DSMax? basically like this: open/import a clean scenes with just the skeleton in it (no animations on meshes, just a stock t post skeleton) imported the chair (or whatever object) & selected it, clicked on modify tab/box on the right side of the screen, clicked on "editable mesh", clicked on the "vertex" tool (small pic of 3 dots), selected all of the dots in the main window, clicked on the move tool at top of screen and moved the mesh to where i want it in relation to the node i will be attaching it to (in this case i wanted the back legs to be the pivot point so i moved the chair forward until they lined up with AnimObjectB), un-select all dots and turn off the vertex tool, open the modifier list at right of screen and find & click on "skin" under parameters go to bones and click on add. find AnimObjectB in the window that opens and add it. save/export it as a nif file, and then import it into your actual work. (note: the mesh you use for in game may/will need some realignment, but the meshes i uploaded should already be aligned) 1 hour ago, NCK30 said: Can I move/rotate this bone? yes, many animations have used AnimObjectB. 40 minutes ago, NCK30 said: And how did he export hkx with Havok Content Tools? max 2010 can do that, they even work in both game versions without porting. (but sadly fnis and everything else is hkxcmd based and that badly made tool kills the cross compatibility of hkx files) Edited November 1, 2023 by MadMansGun 1
Billyy Posted November 1, 2023 Author Posted November 1, 2023 10 hours ago, Tlam99 said: Ty for the update Billyy Would it be feasible to make one or two Riekling solos ? In part they exist, if he stands aside. Karlossos is asking fo it. Solos, like fapping? Can creatures even fire solo stuff? I guess you might be able to with custom riekling mod. Might not be something anything else was setup for though, hrm.
MadMansGun Posted November 1, 2023 Posted November 1, 2023 (edited) 9 minutes ago, Billyy said: Can creatures even fire solo stuff? yes, have you never seen HCOS? the first animation i ever made (in anything at all) was a dragon sucking itself off. i also have solo werewolf animations. Edited November 1, 2023 by MadMansGun
NCK30 Posted November 1, 2023 Posted November 1, 2023 1 hour ago, MadMansGun said: yes, have you never seen HCOS? the first animation i ever made (in anything at all) was a dragon sucking itself off. i also have solo werewolf animations. You are the wizard. Making these without controllers just by animating the bones. I see there is somewhat more involved than just making the AnimObject appear. That was the easy part. It will take a lot of work and patience to do this. But if I really want it done then I'd better role up my sleeves. After all we don't see Billyy making a lot of these too, so there must be some workload. The ending result is so much better though.
NCK30 Posted November 1, 2023 Posted November 1, 2023 On 10/31/2023 at 10:24 PM, Billyy said: Q: My characters breasts stretch during some animations. A: You'll want to make sure you're using a recent version of XP32 skeleton. Factoryclose added some bones into the new versions that in theory improve the experience and give animators more bones to utilize. Could also be caused by odd old physics setups. Doesn't happen to others because I animated on factoryclose's a skeleton rig with more bones. Make sure XP32 skeleton .nifs aren't being overwritten by anything. When You say more bones do You mean the 3 breast bones used by 3BA and BHUNP and the Anal bone? Does his rig contain more controllers than the rig from Pornphile? Can Baka's rig be used in 3DSMax 2012? I mean. I wish I could manipulate the breasts or Ass with some animations. With pornphile's rig I only have 3 spine controllers and 1 pelvis. This is great with HDT. But if I wish to squish the breasts for example then You would need to manipulate them. With a Boobjob it would be essential, unless You have a perfect HDT setup.
MadMansGun Posted November 2, 2023 Posted November 2, 2023 16 minutes ago, NCK30 said: so there must be some workload. depends on what your doing and how your doing it, case and point creating an actual animated object (a nif with its own skeleton & animation) can be far more annoying to do, but in a odd way it can sometimes be easier to work with than the NiStringExtraData/Prn stuff. 1 hour ago, NCK30 said: After all we don't see Billyy making a lot of these too, i can think of a few reasons for that: creating new objects is a pain, it's easier to just reuse whats already made/available, but if you do so then you run into the problem of creating a animation that has already been made by someone else (because how else would object x already exist for animation use in the first place?) then there is the immersion problem, Eg: "i'm in the middle of nowhere, where did this robotic fucking machine come from?"
NCK30 Posted November 2, 2023 Posted November 2, 2023 27 minutes ago, MadMansGun said: i can think of a few reasons for that: creating new objects is a pain, it's easier to just reuse whats already made/available, but if you do so then you run into the problem of creating a animation that has already been made by someone else (because how else would object x already exist for animation use in the first place?) then there is the immersion problem, Eg: "i'm in the middle of nowhere, where did this robotic fucking machine come from?" Thought that myself. I don't want a large Double Bed spawning in the woods. I sometimes take 2 meshes and mix like the massage table. That had to be scaled too to get the perfect size. Then I changed the color of the table. Seldom do I use the Vanilla furniture. If I do I almost always adjust size to fit what I have in mind. The Tub was another. I had to scale that mesh to be 20 times bigger. It was originally a small container.
Billyy Posted November 2, 2023 Author Posted November 2, 2023 (edited) 4 hours ago, MadMansGun said: yes, have you never seen HCOS? the first animation i ever made (in anything at all) was a dragon sucking itself off. i also have solo werewolf animations. Oh, ya... It's so clear to me now. I guess I just never remember dragons. 2 hours ago, NCK30 said: When You say more bones do You mean the 3 breast bones used by 3BA and BHUNP and the Anal bone? Does his rig contain more controllers than the rig from Pornphile? Can Baka's rig be used in 3DSMax 2012? Ya, essentially just those bones. Ignoring those I think it's essentially the same at Pornphile's though. I've been under the impression you could animate breast bones, but it'd require using a body in-game that didn't have any physics. So effectively not doable as that wouldn't be a worth-while tradeoff. I couldn't say for sure if it works as again, not worthwhile imo so I've never tried. It's indeed a shame that boobjob stuff is pretty bland at best because we can't manipulate them. Edit: Oh ya, I also meant to mention I was at one point trying to have a static object for my seeker animations that would make the tentacles come out of this pool of the thick gooey water that green spoopy tentacle-land has, instead of coming out of the ground. But I'm pretty sure I got stuck on the fact that at least the existing water mesh things like can't be AOs. Idk, it ctd on me every time. 2 hours ago, NCK30 said: After all we don't see Billyy making a lot of these too, so there must be some workload. The ending result is so much better though. For me it's essentially as MMG said. I'm no good at making AOs and anything I do make I often just feel is janky. Working with .nifs just isn't my thing, and when I have issues I often can't solve them myself. Specifically actually, the Devious Contraptions furniture this month the chain attached to the yoke actually doesn't appear. It doesn't appear when using the contraptions furniture either in-game, but looking at the back-end I think it was intended to appear. The chain is just invisible in-game and I have no idea why or how to fix it. So those kind of headaches put me off them a bit. Otherwise it's mostly again as MMG said; I was always very 'game-play' focused for my animations, so using objects, especially large ones hurts my soul, especially if you can't find them in-game. One of the reasons I've been animating for Devious Contraptions over ZaZ is I feel like they're more practical in a modders sense to 'immersively' use them in-game. That and it's such a more focused pack of furniture. ZaZ has some good stuff, but my god is it daunting as hell thinking about how to support it with animations. I do have a bit more plans potentially for the future for some more object use. Mostly just contraptions stuff, but also hopefully be smaller objects. So much else to do though. One decade maybe... Edited November 2, 2023 by Billyy 1
MadMansGun Posted November 2, 2023 Posted November 2, 2023 (edited) 1 hour ago, Billyy said: the chain attached to the yoke actually doesn't appear. if it's the "AO_BGPWHSuspYokeChains.nif" your talking about then i think i see the problem, it's using "BSDismemberSkinInstance" when it should be "NiSkinInstance" (just right click on it in nifscope and hit convert) edit: also i don't think the chain is lined up correctly for NPC Spine2 [Spn2], i think it may be underground, but i have not gone ingame yet to look at it. edit2 nope that was still not it, i can't figure this one out, its like it's not even trying to load it. Edited November 2, 2023 by MadMansGun 1
Shadowwolf424 Posted November 2, 2023 Posted November 2, 2023 (edited) For some reason the magic dildos are invisible. I have tried reinstalling the mod and re-registering the anims in SLAL and it didnt fix it. I have the animobjects esp enabled but still can not figure it out. some help would be appreciated! Edited November 2, 2023 by Shadowwolf424
krzp Posted November 2, 2023 Posted November 2, 2023 (edited) 6 hours ago, Billyy said: For me it's essentially as MMG said. I'm no good at making AOs and anything I do make I often just feel is janky. Working with .nifs just isn't my thing, and when I have issues I often can't solve them myself. Specifically actually, the Devious Contraptions furniture this month the chain attached to the yoke actually doesn't appear. It doesn't appear when using the contraptions furniture either in-game, but looking at the back-end I think it was intended to appear. The chain is just invisible in-game and I have no idea why or how to fix it. We've fixed this in the NG version, the chain was missing a node! Spoiler As a shameless plug of NG, we even adjusted some contraptions AO's to be more animation friendly (a-la xcross) and added more new ones, so check us out whenever you'd like, maybe you'll find more good stuff to work your magic on ? 11 hours ago, NCK30 said: I understood most except his spread sheet. And how did he export hkx with Havok Content Tools? I mostly use FBXImporter and blender-hkx, depending on the workflow, so I don't remember how exactly the 3dsmax export plugin behaves - however if you have any way to adjust the havok's filters used by it, there's a filter called "Write to Platform" there, pick 32 bit for LE and 64 bit for SE, and it should give you the hkx straight from Havok Tools, from what I remember? You could find a config.hko (or something similar to that) file somewhere on your computer that is used by your export plugin, and you can use Standalone Filter Manager (part of Havok Tools, so you probably have it already) to adjust it. Spoiler edit: I've actually located the one that my FBXImporter uses (it exports through Havok Tools too), here it is: example.config.hko Edited November 2, 2023 by krzp 2
ODST907 Posted November 2, 2023 Posted November 2, 2023 how I start animations? i have already register animations succeed
DenMagpie Posted November 2, 2023 Posted November 2, 2023 Does anyone have Billyy's SLAL Animations 6.9?
ebbluminous Posted November 2, 2023 Posted November 2, 2023 3 hours ago, DenMagpie said: Does anyone have Billyy's SLAL Animations 6.9? For a wabbajack list? Ask whoever made the list to update it 2
NOI_Nomer Posted November 4, 2023 Posted November 4, 2023 (edited) Hello Billyy thanks for owesome animations. Can i ask is it possible to make and add animation like this for Skyrim SE ? https://ibb.co/7vy9r4f Edited November 4, 2023 by NOI_Nomer
Guest Posted November 5, 2023 Posted November 5, 2023 I have a question and hoping for some guidance. Started new game with the updated Billy pack. When animations are called, the camera moves extremely fast like whirling back and forth, eventually locks on the stage one, if terrain reset is needed, does it again. Once set, animations play. First time I have ever seen this. Not even thinking it is Billys pack but hoping for suggestions on where to look. Based on the conversations, there are experts here. What changed in my load order (M02) and my PC? Replaced graphics card as it died (same 3080ti) and have not locked fps to 60 yet. Wanted to test as I have a graphics heavy build. Also added the new Capture Warmer mod from doodlum. Some armors and idle animations as well. I would guess the unlocked fps but first time to try it this way and don't know. It is helping with stuttering. Thanks for your time. If this forum is the wrong place, I will delete and thank you for being kind when you tell me.
13p Posted November 5, 2023 Posted November 5, 2023 when I installed the latest SE version of the mod and I get this massage on MO2 SLALAnimObjBillyy.esp (form 43) Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly. I'm guessing its issue on my end, but not sure.
Kastagir Posted November 5, 2023 Posted November 5, 2023 (edited) 4 hours ago, Miss Tee said: Also added the new Capture Warmer mod from doodlum. If you take the time to read the description or the comments of that mod you'll see that it is the cause of this behavior. From the mod's description: Quote Screen-space reflectance capture requires data to be seen by the screen to be stored to the cubemap. ENB does not have an inference shader, nor does it reset the cubemap when entering new cells. This means that the dynamic cubemap is extremely incorrect unless you rotate the camera around every time you load a new cell. This SKSE plugin programmatically rotates the camera to capture all data when entering new cells, during a time where the screen is fading in from black. If you look at the mod's comments section you'll see that others have reported the same behavior. Edited November 5, 2023 by Kastagir
MadMansGun Posted November 5, 2023 Posted November 5, 2023 6 minutes ago, 13p said: when I installed the latest SE version of the mod and I get this massage on MO2 SLALAnimObjBillyy.esp (form 43) Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly. I'm guessing its issue on my end, but not sure. it's not an issue at all, there's no need to convert esp files to SE.
Tlam99 Posted November 6, 2023 Posted November 6, 2023 1 hour ago, Kastagir said: same behavior. the player.moveto will be now player.whirlto ?
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