Hitman69 Posted August 23, 2011 Posted August 23, 2011 TL;DR at the bottom. Anyhow, I just started using this mod: http://tesnexus.com/downloads/file.php?id=39997 I like it, but I want to *ahem* combine it with LoversBitch. The skeleton is a problem, though. I can't for the life of me figure out how to merge it with the player-skeleton, which has the right bones. (No, I'm not going to add them all manually. Don't even suggest that. ) Now, I've loaded the player-skeleton up in 3DSMax, after which I loaded the wolf/dog skeleton. That fixes allignments, but when I export them again, it looses some kind of data, resulting in a CTD upon loading in-game. Does anyone here have the time, skill or dedication to pick up on this thing? Do note that standard animations will look very weird, apart from the mounted-by-a-dog animations, but well, why would you otherwise want to play a dog/wolf. If someone manages to figure this out, it would enable us to do so for each creature, which might open up more possibilities. A combining program (online) would be even better. (I.E. you upload a "mold"-skeleton and a second skeleton, after which bones present in both are aligned to the mold.) [TL;DR] I would like it if someone would mod the dog/wolf skeleton to include all the bones from the current best compatibility skeleton, so loversbitch is useable as a dog. A conversion/merging tool would be even better, as it would enable us to practically play lovers as every single kind of creature (be it with wonky animations).
banlu Posted August 24, 2011 Posted August 24, 2011 TL;DR at the bottom. Anyhow' date=' I just started using this mod: http://tesnexus.com/downloads/file.php?id=39997 I like it, but I want to *ahem* combine it with LoversBitch. The skeleton is a problem, though. I can't for the life of me figure out how to merge it with the player-skeleton, which has the right bones. (No, I'm not going to add them all manually. Don't even suggest that. ) Now, I've loaded the player-skeleton up in 3DSMax, after which I loaded the wolf/dog skeleton. That fixes allignments, but when I export them again, it looses some kind of data, resulting in a CTD upon loading in-game. Does anyone here have the time, skill or dedication to pick up on this thing? Do note that standard animations will look very weird, apart from the mounted-by-a-dog animations, but well, why would you otherwise want to play a dog/wolf. If someone manages to figure this out, it would enable us to do so for each creature, which might open up more possibilities. A combining program (online) would be even better. (I.E. you upload a "mold"-skeleton and a second skeleton, after which bones present in both are aligned to the mold.) [TL;DR'] I would like it if someone would mod the dog/wolf skeleton to include all the bones from the current best compatibility skeleton, so loversbitch is useable as a dog. A conversion/merging tool would be even better, as it would enable us to practically play lovers as every single kind of creature (be it with wonky animations). +1
Sosw Posted August 26, 2011 Posted August 26, 2011 It wouldn't work because there aren't any creature/creature animations currently, someone would need to make some of those first. As far as I know, that's the only issue, no need to mess with the skeletons, assuming the mod uses default wolf skeleton.
Hitman69 Posted August 26, 2011 Author Posted August 26, 2011 It wouldn't work because there aren't any creature/creature animations currently' date=' someone would need to make some of those first. As far as I know, that's the only issue, no need to mess with the skeletons, assuming the mod uses default wolf skeleton. [/quote'] I think my point wasn't really clear. What I'm doing (or trying to) is to merge the (something, keeps changing)-compatibility skeleton with the dog/wolf skeleton. Anims are no problem, because the actual character is in fact still an NPC/PC, not a creature. To make sure it works, I've also copied the anims to the specific folder in which the skeleton resides. The problem is that not every controlled bone from the anims is in the skeleton by default, hence, the anims don't work. Although creature-PC anims would be a plus, I'm concerned more with getting the current anims working with the merged skeleton first. Also, the current dog-human anims (the ones Donkey ported from cursed armour) are creature-creature like enough for now. Also, I've made some progress, turned out the data I missed was not there because I didn't export as skeleton only (which is a shame, because the dog's face is also supposed to be in the skeleton from the mod, meaning I have to put in effort with nifscope as well. Now, I *may* have caused a new problem, because the skeleton is upright in the walking-anims (or any other, for that matter), and the character won't move, unless in 1st person. I'm going to try something else, and if it works, post the skeleton, along with instruction on how to do this. No TL;DR for now. Edit: I've decided to document everything op till now. Would be appreciated if others would do the same, if they figure out what has to be done. I am at a loss. Spoiler-tags used, because of humongous amounts of text. Original process: 0: Make a backup of the skeleton.nif you'll use as the template 1: Open 3DS-Max (It HAS to be Max, not Blender. Max merges the skeletons, Blender doesn't. I dunno about Maya, though .nif support for that one is lacking severely) 2: Import the skeleton from characters/_male 3: Import the skeleton with the wanted shape, max merges them. 4: Export to a NEW .nif (skeletonEDIT.nif for example) 5: Post editing in Nifscope (I'll detail this later, as I refuse to detail this twice) Results: Didn't work. CTDs on save-load, or to be more precise, the moment this skeleton was called. My first discovery: Then, I discovered (Niftools Wiki) that to get a skeleton with bone-controllers (which are VITAL), you need to toggle the export as skeleton-only option. Process remained the same. Result: Still didn't work, but the skeleton was accepted by the game. Player can only move in 1st person, and is standing upright, instead of the wolf's all-fours position. Current process is this: 0: Make a backup of the skeleton.nif you'll use as the template 1: Open 3DS-Max 2: Import the skeleton with the wanted shape (Do not know why this is important, but it turns out it is) 3: Import the skeleton from characters/_male 4: Import the skeleton with the wanted shape 5: Export to a NEW .nif (skeletonEDIT.nif for example) 6: Post editing in Nifscope 7: Replace skeleton.nif with skeletonEDIT.nif The result are two spoilers down. Post editing is done as follows: 1: open skeletonEDIT.nif twice. Once for checking the anims, one for editing. Make sure you save the right one in the end. 2: Open your backup of skeleton.nif, you'll need this to fix a few issues with the edited one. 3: Load a sexing-anim, Nifscope will tell you what nodes are missings. Camera01 will most likely be among them, so copy that branch from the original skeleton. Any other missing nodes will probably be ones misnamed nodes in the mould-skeleton. It's best to check the original skeleton for their location, as these bones are in the same place, while the original is easier to look through. Note: Nifscope and Oblivion are Case-sensitive, whereas Max isn't, this is the cause of this problem. 4: Now, select them in the edited skeleton, and change the name-value to have the right casing. 5: The last two things to do, are a two-part fix for bones that in max, positioned a mesh. The meshes won't be there, the bones will. Delete them. 6: Now, get the original meshes from the original skeleton.nif (copy branch), and attach them to the right bones (paste branch on the bone they were attached originally). 7: Save the edited (a.k.a. Non-animated) skeletonEDIT.nif results: I've tried my idea, and I've noticed a few things: 1: Walk-anims are as they're supposed to be, no longer rotated 90 degrees with respect to the ground. 2: sexing-anims are miss-aligned, rotated 90 degrees around the axis form front to back (head is on it's side), and then another 90 degrees from the left- to right-side of the dog (so the PC is perpendicular to the dog, and on it's side). 3: Even though the anims are miss-aligned, they DO work. (small victory for me, yay). 4: Character still won't move. (this needs a fix, stat) What now? Well, that's how far I've gotten up till now, and I'm not sure how to fix the current problems. If anyone else would like a shot, I've attached the skeleton, if you wish to try, you will need this mod. LoversBitch (or Joburg, at least something to make sure a dog/wolf sexes you) and the Creature-NPC anim project are a plus as well, so to make sure that the anims are something too look at. Disclaimer for editing the skeleton Licenced under Creative Commons Attribution Non-Commercial Share Alike (CC-BY-NC-SA) licence. In lay-man's terms: 1: Mention me, and any others involved before you, when using/editing this skeleton. 2: Do not upload on pay-sites, or be payed from it in other ways. 3: Retain the basics licence. Howto? To utilize such a skeleton, make a backup of the original skeleton.nif in the meshes/character/ folder, and rename this one to skeleton.nif Then you can place this skeleton there. I'm not sure if it will load the sex-anims if you do that, so I suggest that you'd also copy the meshes/characters/_male/idleanims/ani2 folder to meshes/characters//idleanims to ensure the animations are loaded.
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