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A1x2e3l

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  1. This is very unlikely: astrid bodies/nifs have no underwear meshes and were used for the first iteration of Skyrim nudes. There is also such file: skeleton_female.nif. Maybe, to update it with the new bones. But why is that than so specific for these elves and works with other races? Game engine glitch? :wallbash: :smile:
  2. i have no idea how Havok exporter works but Gambryo exporter often (in case of not directly supported controllers, e.g. TCB ones) simply samples the bones' translation/rotation/scale key frame values and in this respect it is independent from the used controller. How good it does that with a particular controller is another story: Gambryo exporters definitely do the job better than NifTools ones (btw the later works with spring controller without problems). The way around could be to export animation with fbx (or NifTools exporter) and reimport/transfer (use Max animation transfer options) it (animation) back it in the Max scene before the final export with Havok plugin. At least this works for me with several different controllers. :smile:
  3. Because artists like to do what they want, not what anybody else wants: freedom of modding. What is boring and pervert for you could be great for others. Extra bone is an interesting and challenging modelling task and breast is a very suitable object for that. Imagine what would be created if Da Vinci would listen to "recommendations" of Francesco del Giocondo or King François I how to paint Mona Lisa. However, i have a "critical" remark about this model, please, understand it correctly: no offensive, i understand how difficult it is and that you are just using a model of another author for your Havok "experiments". This mesh has initially not-polished skin (bone weights): it is not symmetrical; check ugly geometry distortions in knees and hip joints areas in sneak and jumping animations. My best regards. :thumbsup:
  4. Fantastic work!!! Two questions: 1. I do not see Havok nodes in the skeleton nif. Is that not important in Skyrim? In Fallout they were present, see: http://www.fallout3nexus.com/downloads/file.php?id=11904 2, Have you tried spring controller for semi-automatic breasts animations with Havok exporter? This could speed up the animation files conversion to the new skeleton. (i am not able to convert them with hkxcmd, i am a max10 user). Something like this (artistic nudity): Many thanx. :thumbsup:
  5. Convert them with hkxcmd ( http://www.skyrimnexus.com/downloads/file.php?id=1797 ) to kf import in Max with NifTools plugin (you should have the corresponding Skyrim skeleton in the scene before importing kfs). Export with Havok exporter. I have not yet tested the free Autodesk Mod Tool that also supports Havok exporter: http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&siteID=123112 :yes:
  6. Nice and many thanks. However, can you specify here and correct your youtube post that this is only for Max12: i failed to setup the script on Max10 and Max11, crush on the max file load. C drive issue can be easily edited in the script text file. I would add some recommendations about the starting new model (size, position, etc.). Those who know that basically do not need the script. I am very curious about bone envelopes: they look like completely messed up after import with NifTools Max plugin. When I have corrected them and exported the model after re-skinning, in the game (but not in NifScope) the model geometry was totally corrupted. It seems as if the importer works correctly, the BS skeleton original model is odd. :smile:
  7. Does anybody tried this ini setting? [Combat] bDismemberOneLimb=1 (default = 0 ) For me it is not working so far. Probably, they planned to implement something like that. However, the following works fine: [Animation] bEnableHavokHit=1 (default = 0 ) In RL loosing an arm means end of a combat, but we are dealing with magic and fantasy: everything is possible. But combat with one arm require complex animations change. I failed to find magic effects in Skyrim that could make similar damage as big projectiles that can dismember limbs. Anyhow, it would be interesting to mod this feature for certain cases.
  8. Could be not that easy: this feature could be hardcoded or not supported at all. The following setting in "Skyrim.ini" is not working for me so far: [Combat] bDismemberOneLimb=1 default is 0. Interestingly, the setting below is working: [Animation] bEnableHavokHit=1 default was 0.
  9. "All the file formats are the same." I am not that sure: nif (all geometry) formats are different; Gamebryo animation formats kf/(kfm) (Oblivion) were replaced by Havok hkx files (Skyrim). Basically all game asserts are not compatible and cannot be used without tedious and unclear conversion work in 3D modellers. And, in case mod distribution - legal issues.
  10. Usually before Max import i am assembling the whole body (vanilla torso, head, feet, hands) in Nifscope on a stripped (without Havok and not used bones, etc. delete these branches in NifScope) original game skeleton nif (Skyrim does not care what bone structure you have in body parts nifs, i have tested that, but it is handy to test the skin with animated skeletons). In Max i am transferring skin weights from vanilla meshes (e.g. head) on overlapping vertices in a body (e.g. neck area) using Skin Utility (geometry seams should have the same number of overlapping vertices, vertex normals of the new body should be copied via EditNormals modifier from the overlapping ones in the vanilla mesh e.g. head, this removes the normals seams in the game). It is handy to use it (Max Skin Utility) to transfer weights to a modified mesh applying morph modifier on the geometry generated by the Skin Utility (bone weights holder mesh) using your new body as a morph target (obviously Skinwrap is not working for that correctly). Keeping vertex skin weights in a Skin Utility mesh allows to collapse the stack (also after XForm) and work in a clean way on moving vertices (moving them below skin modifier works not always as expected). Texture seams. I guess (i am not a texture person) this could be done in PS CS>=4 (3D mode) via painting across mesh seams. I think we have to accept texture incompatibility (e.g. hands-body) mess from different mods. Unfortunately, i cannot figure out how to use decals in Skyrim shaders: usually i am adding skin details like body tattoos with decal textures with alpha channel and second UV set (btw, i do not like original UVs). Indeed, Skyrim Havok body morphing (e.g. femalebodymorph.hkx) seems to work like Max morph modifier: vertex number and indexing should be identical across 0-1 meshes. Probably, you know all that, i am apologizing. :smile:
  11. Great body! What about Havok breast-bones like those: http://www.fallout3nexus.com/downloads/file.php?id=11904 ? Keyframe animations can be added later. :wink:
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