Sinclare Posted February 11, 2018 Share Posted February 11, 2018 I asked in a thread but got nothing, so I figured I would try again here. I was just wondering anyone knew how, or if it's even possible to get Maya versions of the fourplay rigs? Hoping to contribute some anims for the community. Link to comment
Guest Posted February 11, 2018 Share Posted February 11, 2018 1 hour ago, Sinclare said: I asked in a thread but got nothing, so I figured I would try again here. I was just wondering anyone knew how, or if it's even possible to get Maya versions of the fourplay rigs? Hoping to contribute some anims for the community. There are rigs, they are part of one of the fallout 4 animators toolkit on the nexus. But there isnt a good hxk export as I recall... not for Maya, though I could be wrong... Link to comment
Guest Posted February 11, 2018 Share Posted February 11, 2018 The F4Biped.MA imports into maya alright but the rig is completely unusable. Far better to forget the Maya file and import the max file or fbx if available. Link to comment
Sinclare Posted February 11, 2018 Author Share Posted February 11, 2018 Hey mate, thanks for the reply. I would use an FBX if I saw one, those inport fine. I'll try the .max version and see how well that goes. If it goes smooth i'll submit some maya versions for other people if they want. Link to comment
Guest Posted February 11, 2018 Share Posted February 11, 2018 https://www.nexusmods.com/fallout4/mods/16694/ This may be the one that has the .ma or the .fbx. I cannot recall off the top of my head ATM. Or it may be this one: https://www.nexusmods.com/fallout4/mods/16691/ Okay it is the one right above this, /16691/ - it has Maya and Motion Builder files in the downloadable archive. Link to comment
Sinclare Posted February 11, 2018 Author Share Posted February 11, 2018 Yeah, that is the .ma one I have. But, is is just a female rig and that is all. As for the first link, I can import the .fbx versons, but then the rigs get jacked. Also, since they aren't the fourplay versions, it's harder to use those for sex anims. However, if that is all I have to I can make due. Also, you can't Import .max in to Maya, only .3ds, so that isn't an option either. Link to comment
Sinclare Posted February 14, 2018 Author Share Posted February 14, 2018 Questions for 3d Max users, Is it possible to save a .3ds version of the rigs as opposed to .max? If so I might be able to port them over to maya and add them to the mix. Link to comment
Sinclare Posted February 28, 2018 Author Share Posted February 28, 2018 In terms of the link with the Maya scene, here is what is in it. Its a decent enough rig, but not ideal for sex animations. Also there only seems to be a female character in the file. Link to comment
Guest Posted February 28, 2018 Share Posted February 28, 2018 49 minutes ago, Sinclare said: In terms of the link with the Maya scene, here is what is in it. Its a decent enough rig, but not ideal for sex animations. Also there only seems to be a female character in the file. Its the rig we use for sex anims though and the MAX file has the female body, but this doesnt change anything as all we use is an exported HCT file that records the keyframed positions of the bones, not the geometry itself... Link to comment
Sinclare Posted March 1, 2018 Author Share Posted March 1, 2018 Yes. I know the Geo isn't exported, but I was worried about proportion differences between the two. Unless that isn't a thing. Link to comment
Guest Posted March 1, 2018 Share Posted March 1, 2018 1 minute ago, Sinclare said: Yes. I know the Geo isn't exported, but I was worried about proportion differences between the two. Unless that isn't a thing. I shouldnt think so (and I am only guessing here) as the HCT is going to record translation / rotation / scale change values per bone keyframe. Without actually dissecting the HCT export scripts though, I have no real way to know for certain, though I suspect it is using relational values from the standard bind pose. Link to comment
Sinclare Posted March 1, 2018 Author Share Posted March 1, 2018 Right on, i'll mess with it a bit and see what happens. Link to comment
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