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Daxner

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Everything posted by Daxner

  1. *bump* adding the pics showing what I mean. real-bone-scaling in max vs children-translation-only in skyrim I also realized I never considered NIF data to be a possible source of problem as well. can it be? some NiNode flags needed perhaps? also, if there's anyone who'd say "hey i made an animation using scaling xforms and it worked correctly", it'll be appreciated as well
  2. BSLightingShaderProperty::SkyrimShaderPropertyFlags2::SLSF_2_DOUBLE_SIDED
  3. i need it too (for the eyelashes), can someone please give me a hint to where the flag is?
  4. Is there a way to switch off random eye blinking and eyeball micro-movements through papyrus / console / havok param? Other than killing the actor ofc.
  5. All my scaling transforms in animations exported to Skyrim from Max through HCT are ignored. Scaling a bone in skeleton works, that's not an issue here. Just animating it. I'm using the correct tasks in HCT. I'm having no problem with neither exporting or playing anims, nor anything else related to skeleton or animations whatsoever. No skew warnings. I'ts just that any scaling I do is omitted in Skyrim. I've tried both Max 2010 + HCT 2010.2 and Max 212 + HCT 2012.3 + hktcnv. I've tried omitting the spline compression and checking the content of hkaInterleavedUncompressedAnimation and the scaling transform vectors are defined there correctly. I've tried adding Bake Scale task into HCT. Nothing. There seems to be no problem on Max side or Havok side, just Skyrim. The child bones are correctly translated, as if the parent was really scaled. But it isn't scaled. F.i. scaling clavicle makes the whole sub-hierarchy elongated, but there's no true geometry scaling. Scaling bones with no children has therefore not even indirect effect. I'm not using a skeleton with exclusive scale-bones, because I'm not really sure it has any meaning animation-wise. What am I doing wrong? Is it even possible to use scaling transforms in hkx anims in Skyrim?
  6. Just open the Lunari mod archive and see for yourself which files are present. If some are not, it's clear they are "drawn" as u would have said. Answer: bodies - mod based, textures - mod based, eyes - mod based, skeleton - drawn. (in case of full install. may vary depending on your installation choices. folder structure in the archive makes it pretty clear how)
  7. i've been recently pursuing what alphawolf planned to do originally, rigging the face with character's skeleton, but i've reached an obstance i can't seem to overcome - there is some mysterious 8-bone skinning limit on head nif (altogether, not per vertex ofc). i've never had any problem with skinning as many bones as i needed in bodies, but as soon as i skin head with more then 8 bones i'm getting ctd on game load. and it really doesn't matter what bones (vanilla /custom from body / custom from head region) or what skinning (even one skinned vertex per bone with 100% weight), everything's working until i deploy nif with 9+ bone skinned mesh. when i surpass the limit just slightly, sometimes i survive the load and have those vertices, which are skinned to the 9th bone, exploded. but after one or two npc weight changes from console i get a guaranteed crash. i've tried to break head into same-type partitions to get under the limit, but to no avail - seems the limit is mesh based, not partition based. tried to tinker with shader flags, partition flags, niavobject flags, all unknown_* attribs ... even when they're all equal to custom body setup, the limit is still there. even tried to give head sbp-32-body partition id, still nothing. if any1 successfully got head rigging working and is willing to divulge the secret, u'll be forever in my mental hall of fame :smile:
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