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Make-out mod


Origamiboy

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Posted

well as soon as I'm able to port at least the animation to skyrim, ill probably make a separate thread that will be for people who wanna test it. Right now the exporting is causing this long ass wait and as soon as i fix the stupid export shit, it will go a lot faster =/

  • 2 weeks later...
Posted

So I tried exporting again through the commands instead of through the havok export tool and It worked but got that annoying twisted body bs -.- If anyone knows how to export from 3dmax, can they take a look at my animation file? It is only a test i threw together but is mainly to test the exporting crap and to get it working. Here's the image on what the body looks like when playing the animation lol

Image:

http://postimage.org/image/h2c9ymtid/

The File here:

http://www.mediafire.com/?9ff3ms8rmk8fkpc

  • 3 weeks later...
Posted

So I tried exporting again through the commands instead of through the havok export tool and It worked but got that annoying twisted body bs -.- If anyone knows how to export from 3dmax, can they take a look at my animation file? It is only a test i threw together but is mainly to test the exporting crap and to get it working. Here's the image on what the body looks like when playing the animation lol

Image:

http://postimage.org/image/h2c9ymtid/

The File here:

http://www.mediafire.com/?9ff3ms8rmk8fkpc

 

The provided max files gave me the same results. You are not doing something wrong. XP32 modder's resource results in bad skewing/skaling errors and you end up with the twisted body stuck in the ground or at least a flickering right arm. The one of cherry hotaling gives you clumsy hands as fingers and hands are shortend. The one which worked perfectly fine is that of Saidenstorm. It is vanilla female skeleten though. i added the breastbone by merging them from an imported TBBP-skeleton. Results are now constant successes. Saidenstorm recomends in the threads about the havok tool, that everybody shall reconstruct the skeleton from scratch using the max bonesystem.

 

One thing regarding animation creation. Set the filters only to rotation. Don't create position keys for the bones if not absolutely necessary. If there is some skaling/skewing is going on the game engine is not forced to cripple your result.

 

I wrote my workflow in more detail on the nexus (animation tutorial from xp32 and aon as CloudDragon)as anwers to to posts. They are within the last posts so you will find them easily. Just look for the avatar with the read dragon head.

 

Saidenstorms max file without skewing/skaling is here:

http://www.mediafire.com/?9i52of9mg92l2qs

 

Posted

 

So I tried exporting again through the commands instead of through the havok export tool and It worked but got that annoying twisted body bs -.- If anyone knows how to export from 3dmax, can they take a look at my animation file? It is only a test i threw together but is mainly to test the exporting crap and to get it working. Here's the image on what the body looks like when playing the animation lol

Image:

http://postimage.org/image/h2c9ymtid/

The File here:

http://www.mediafire.com/?9ff3ms8rmk8fkpc

 

The provided max files gave me the same results. You are not doing something wrong. XP32 modder's resource results in bad skewing/skaling errors and you end up with the twisted body stuck in the ground or at least a flickering right arm. The one of cherry hotaling gives you clumsy hands as fingers and hands are shortend. The one which worked perfectly fine is that of Saidenstorm. It is vanilla female skeleten though. i added the breastbone by merging them from an imported TBBP-skeleton. Results are now constant successes. Saidenstorm recomends in the threads about the havok tool, that everybody shall reconstruct the skeleton from scratch using the max bonesystem.

 

One thing regarding animation creation. Set the filters only to rotation. Don't create position keys for the bones if not absolutely necessary. If there is some skaling/skewing is going on the game engine is not forced to cripple your result.

 

I wrote my workflow in more detail on the nexus (animation tutorial from xp32 and aon as CloudDragon)as anwers to to posts. They are within the last posts so you will find them easily. Just look for the avatar with the read dragon head.

 

Saidenstorms max file without skewing/skaling is here:

http://www.mediafire.com/?9i52of9mg92l2qs

 

Thanks a lot for this information. I was at a pause on why the animation isn't working and tried everything I could think of, leaving me confused and flustered. I'll try your skeleton. I'll post more info on how this mod is progressing.

  • 1 month later...
Posted

I personally hit a wall. I tried everything and am using the skeleton. For some reason it doesnt like be converted. Tried my best but if anyone else wanna give it a go they can try. Sorry folks :(

  • 2 months later...

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