Jump to content

Make-out mod


Origamiboy

Recommended Posts

Posted

You should have skeleton.hkx and your .kf files all in the in folder.

 

The structure should look like....

 

infolder

outfolder

ConvertUi.exe

 

Your infolder should look like....

 

kissmale.kf

kissfemale.kf

skeleton.hkx

skeleton_female.hkx

 

 

when you convert the kf it should look like

 

kf to hkx

skeleton

skeleton.hkx

kf in

kissmale.kf

hkx out

kissmale

 

Or what ever you want to name it.

Also some thing that messed me up at first is I used the male skelton for the female the first couple of times. This will twist your female character. Creepie!

 

If there is some thing wrong with the kf though it wont convert it either which is kinda neat.

OK hope this helps.

Posted

OK first I have to ask are you using blender or 3dmax. I no blender and might be able to help. But as far as 3d max goes I don't no if I can help there. What constrains do you have on your skeleton bones in your 3d program? Also I've been using the skeleton.hkx from beths BSA files they seem to work just fine. The only other thing I can think of is if you used lets say a male skeleton.hkx on a female intended animation. So if you used a male skeleton to make the animation then you need to convert it with the skeleton.hkx. Then skeleton_female.hkx for the a female skeleton. You probably no this and its probably some thing else.

Posted

K, so im using 3dMax to do my animations and i exported the skeleton from beths bsa as well. I'll try using a different skeleton for the animation and see if that is the problem. Not sure on the constrains of the skeleton bones in my 3d program

Posted

I'm not sure if 3dmax sets up kf files all ready to go or not. But When you open up the kf file under NI Header in the block details there are to user versions. That should look like this

 

Userversion 11

 

Userversion 83

In blender it comes out as UserVer 11 UserVer 34. Beth hkx files converted to kf show as the above versions. So if 3d max doesn't set this up right it might be the problem or not I'm running out of Ideas at this point. I don't how 3d max goes about animation. but it seems like it would be some what the same as blender with constrained bones and all. I hope I'm not telling you stuff you all ready no. I'm no professional by any means a jack A%% that wants to make his own naughty animation.

Posted

Hmm thanks for the suggestions. I'm going to try using different skeletons and see if that's the problem. Right now I've been using skeletons extracted from the Meshes BSA by Beth and the skeleton in game uses the 'the skeleton of female models'. I'll post back to let you guys know how it goes.

  • 2 weeks later...
Posted

Alright I swapped out the skeleton with the Skeleton_female for the animation. I am using the XP32 Maximum Skeleton -XPMS. Now, when I go to convert the file, the ConvertUI Crashes. Not to sure what to try next and ran out of ideas at this point =/

 

I have added the animation for the lesbian kiss test that I am using to see if skyrim will load it. It is a test so its very basic but again, just seeing if it will even run once loaded into skyrim. If anyone has 3dMax and wants to see if they can find out the issue with it, please help yourself.

Posted

Alright I swapped out the skeleton with the Skeleton_female for the animation. I am using the XP32 Maximum Skeleton -XPMS. Now' date=' when I go to convert the file, the ConvertUI Crashes. Not to sure what to try next and ran out of ideas at this point =/

 

I have added the animation for the lesbian kiss test that I am using to see if skyrim will load it. It is a test so its very basic but again, just seeing if it will even run once loaded into skyrim. If anyone has 3dMax and wants to see if they can find out the issue with it, please help yourself.

[/quote']

 

 

Can You Post the Exported KF file , I will take a Look

 

Cheers

Posted

Hey bud it is good you are using the maximum skeleton that makes it better so that the animations are universal. Also dont worry about the lips moving, just pressed together will do fine. It also sounds like to me in my experience that the meshes are not linked to the skeleton properly and the weighting is off, that may be causing the twisty arms and legs.

Posted

Yea, when I was doing the animation, i wasn't focusing on the lip movement but more-so on making sure it is being ported to skyrim correctly and the body movement. Not sure on the weighting though and not sure where to check and edit it. I never really paid attention to the weighting and I was learning from a tutorial but what I did is that i imported the skeleton and then the meshes. Before I was using this skeleton, I used the beth's default one and the meshes lined up perfectly. Now with this skeleton, I can see that the meshes doesn't line up. considering that previous attempts with the original skeleton had the same errors as this new skeleton, I didn't really pay attention to the miss-aligned meshes.

Posted

K here is the Exported kf version. Thanks for your help. Much appreciated

 

Ok The KF is Empty !!! the animation is just not there ....

Im Unaware of how to export animations from 3d max myself so I cant Help you much.

I had a Look at the 3dsmax file too at my Workplace . You havent inserted a Note for the Start and Stop times

there is some info on the Wiki it self but Ive never used 3dsmax to animate so its still a lil confusing .

 

I still think its an exporting issue , the animation file is in Bytes it has to be in KB , Size wise atleast

Posted

K here is the Exported kf version. Thanks for your help. Much appreciated

 

Ok The KF is Empty !!! the animation is just not there ....

Im Unaware of how to export animations from 3d max myself so I cant Help you much.

I had a Look at the 3dsmax file too at my Workplace . You haven't inserted a Note for the Start and Stop times

there is some info on the Wiki it self but Ive never used 3dsmax to animate so its still a lil confusing .

 

I still think its an exporting issue ' date=' the animation file is in Bytes it has to be in KB , Size wise at least

[/quote']

I Took a look at my back up and I see that the 3Dmax file version before exporting is 2,700KB. When exported, it is 118 bytes. So I'll assume it is an exporting issue. The notes I have noticed but not sure what to do with them. I have messed around with them and need more info on the notes. If you could, post a link to the wiki page for the notes and I'll start fixing that problem. The weighting I'm not sure how to do but I'll try figuring it out today. Thanks for the help as well. Now I can start fixing the problems one by one

Posted

This video is maybe more interesting for the purpose of exporting from max to skyrim. Unfortunately, the guy is korean and write the steps (i guess) in korean in the video.

As a max user and with a little chance you could be able to follow his steps. (His 3dsmax is in english) Particularly the export process KF=>HKX and his adjustments. But it's a proof of concept anyway.

 

His others videos are maybe also interesting i guess.

http://www.youtube.com/user/s25jin/videos?sort=dd&flow=list&view=0

 

I'm a blender user myself and never tried to import/alter/export animation. It might be interesting for me in the future to know the "Basic How To". Even if you are using 3dsmax, i think that the steps outside our different softwares are the same.

 

(To the max users reading this and who had already successfully exported an animation from max to skyrim... Share your knowledge, please)

  • 1 month later...
Posted

Sorry guys, I had some computer issues and re-installed windows =/ I'm still trying to port it into Skyrim atm. I'll try to keep this going cause I also really want a kissing mod. As well any suggestions or help would be appreciated. Oh and another thing, I was using 3Dmax 2012 but this time ill try the 2010 ver since originally the tutorial i was following was using the 2010 ver.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...