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xp32

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  1. Are you using 3dsmax+HCT to generate the hdt.xml ?
  2. Thanks for doing and sharing this for all of us, Here some vid that show Miko outfit in actions (lol),, It remind me for kagome and kikyo More info at http://www.loverslab.com/topic/19451-hdt-support-unof-current-v9-28-minor-v11-11-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op
  3. http://www.youtube.com/watch?v=J3dXod5QidY
  4. the problem is by using niftool plugin exporter. It does not do everything automatically. I know u are using kf to hkx method. Here is one hint with that method : WYPIWYG =what you PUT is what you GET What you see from playing the motions in the software (3dsx max and blender) does not result what you will get from the file >in game SOLUTION: you have to keyed all frame as much as you can since niftool exporter translate transform>x,y,z position but badly do well with rotation and scale. In your case, ALL NODE HAVE TO BE KEY-ED. At least on the 1st frame and last frame If you want me to have it fixed, just give me the KF or hkx since I won't be able to do much with blender format PS: with 3dsmax and HCT export :WYSIWIG=what you SEE is what you GET pretty much HCT translate everything and save lot of work by doing it almost auto but still result in what I want.
  5. Well, I dunno what to fix, basically I just redo the export process with different rig. I actually saw the animation were poorly made (especially regarding the height positions and skeletal joints transition) but I didn't do any fix of it since I thought it was normal from the beginning. Try to compare the original and mine (by rename it as MT_idle) I thought they are pretty much the same
  6. I redo some export process for some animations so it won't cause "butt" problem again with XPMS in nexus. Here is the link where I put the uploaded file http://www.loverslab.com/topic/22284-xpms-191-with-sexlab-rough-animations-support-ece-support-for-male-characters-also-on-this-thread/?do=findComment&comment=554090
  7. scare? please don't coz It's already done. I got some trick to have all bone scaled as normal in few click when editing, what left is only export process, lol. this way, you can use any other TBBP animations (with ass in motion) since BSLagbone will disable them. In other words no need Lagbone to disable it. Please tell me if there are other anims that give same probs. Only tested with one anim ingame but I suppose the other should working. In total, there are 24 files. One thing that tire me is testing it in game Aggr~ variant Animatios fix for SexLabFramework .7z
  8. I figure out that the author of RM animations was using xpms oldest skeleton rig (the 1st release) which ain't compatible with most TBBP animations (like dragonfly's). I can fix it but it took time more than I though since KF importer is messing the scale a lot
  9. It's probably possible to edit those animations and fix them to work with the official XPMS 1.91, removing the crushed butt bug from them, yes. In theory. BUT, from what I understood from posts made by Arrok, it is incredibly difficult to edit already existing animations. If someone would come along and fix it someday that would be great and my skeleton modification would not be needed anymore. I do not foresee it happening though, it's unlikely. I'd give it a whirl myself but my 3ds Max version is 2012 and the only supported versions for Skyrim are 2010-2011 if I recall correctly. If I know where to download the actual animations files (hkx files for Rough Missionary, Rough Behind, Rough Doggy Style), It just matter of time for me
  10. got it, thanks for the report. Btw, are you going to release that ini file in nexus?
  11. in the next update I plan to reduce the scale back 1.00 since some people complain that their female nord are taller than male EDIT: I've found something interesting about this scaling thing RaceMenu skeleton Sliders for XPMS by NEM-E5I5 http://skyrim.nexusmods.com/mods/45235/
  12. Right breast gets crushed and left one rotates a little when i sit down or have weapon drawn, moving crouched etc. Using Dream Girl TBBP body...and am not using HTD (if that matters in this case). EDIT: same thing with my bodyslided CBBE. also FNIS now reports XPMS (242 bones) instead of the the usual TBBP (210 bones) i get. True, different mesh different effect. I'll try to make universal effect that bring good for all EDIT: here is the new one, tested with : Dream girl TBBP UNPB 2-5g TBBP enjoy the file skeleton_female HKX 1-9cFIX.7z
  13. Here a new hkx. I need you to test whether it still cause breast sink too low or not http://www.mediafire.com/download/3g2adc4uyvig45n/skeleton_female_1-9c.7z Since I using HDTPhysicsExtension for Breast bone, I got better result without any TBBP animations, subtle motions from the animations is enough to make it so lively.. Btw, I've tried to make the hkx and need you test it whether something gone wrong or not. On different note, actually I want to have a copy of your body meshes that you are using to test right since I'm using "UNPB 2.5g TBBP" to testing. I would like to know if different meshes will cause different effect in this case
  14. I don't really mind with the vanilla value for the body scale as long as no sunken feet but that breast "thingy issue" is worst than my broken character's face lol No problem
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