CherryHotaling Posted January 28, 2012 Author Share Posted January 28, 2012 Do this as the same thing happens to me:Import animation onto your setup following my tutorial on my description page.Then the character might be all warped out of shape. Leave it like that and REIMPORT the animation again. It should self correct oddly enough.I did some more investigation, and found that the bad scales are in the kf files converted from our animations. So why this problem goes away with importing twice is beyond me. It doesn't work for me. Are you really sure? I have also seen scales like 139.7 on the upper arm, which would be noticable in-game, but isn't. So I think that hkxcmd falsely generates that. I reported that to Hologram in his thread. For your second question. The havok files control everything about the bone system and ragdoll and animation and order of bones and the way the game handles it etc etc etc etc.So im not sure what your asking lol. I created a Pre breast and Pre butt bone originally to line up the bones properly. Then Twiggy found out how to add the lagg controller to the Pre bones in the skeleton.nif file.My point is that I think it is confusing to the users (and me :) ) when you always talk about physics, and in reality it's (mostly) animation. So before I read about the lagg stuff I was thinking that you create the bouncing only by using ragdoll. I dont think hologram would know because the method I export is with the havok engine built into 3ds max. Ahh yes. In order to have automated breast movement bounce etc you would have to be able to edit the behavior files. This is not possible currently (I have tried to decompile it enough to edit it etc)Perhaps after the CK comes out. Link to comment Share on other sites More sharing options...
fore Posted January 28, 2012 Share Posted January 28, 2012 I dont think hologram would know because the method I export is with the havok engine built into 3ds max.I think the most likely cause IS hkxcmd. We both have different setups, and different 3DS and HCT versions, and we dont's see the problem in-game. I don't think Hologram has tested with modded animations. Beth was using a different HCT version than we do, and if you compare the xml files you will see some small but still existing differences. I simply believe that our animations have some differences which cause this mis-interpretation. And Hologram is the only one who can tell. Ahh yes. In order to have automated breast movement bounce etc you would have to be able to edit the behavior files. This is not possible currently (I have tried to decompile it enough to edit it etc)Perhaps after the CK comes out.Automated breast movement, based on behavior? You have looked into the behavoir stuff, I havn't. But I just can't believe this is possible. The only reasonable automated breast movement I can think of, would be to fully enable lagg, but restrict it back- and forward by behavior. That would make great combat animations. Link to comment Share on other sites More sharing options...
mjy Posted January 29, 2012 Share Posted January 29, 2012 (edited) I dont think hologram would know because the method I export is with the havok engine built into 3ds max.I think the most likely cause IS hkxcmd. We both have different setups, and different 3DS and HCT versions, and we dont's see the problem in-game. I don't think Hologram has tested with modded animations. Beth was using a different HCT version than we do, and if you compare the xml files you will see some small but still existing differences. I simply believe that our animations have some differences which cause this mis-interpretation. And Hologram is the only one who can tell. Ahh yes. In order to have automated breast movement bounce etc you would have to be able to edit the behavior files. This is not possible currently (I have tried to decompile it enough to edit it etc)Perhaps after the CK comes out.Automated breast movement, based on behavior? You have looked into the behavoir stuff, I havn't. But I just can't believe this is possible. The only reasonable automated breast movement I can think of, would be to fully enable lagg, but restrict it back- and forward by behavior. That would make great combat animations.i like the breast physics, but it was getting creepy, as the breats were moving by themself, lol took it of for now Edited January 29, 2012 by mjy Link to comment Share on other sites More sharing options...
PanTast Posted January 30, 2012 Share Posted January 30, 2012 Dear Cherry,could you please release a version with increased "wobble-distance" :-D Thanks for your awesome work. And maybe someday the boobies look more realistic when the female lies on her back (i.e. when shes dead) Link to comment Share on other sites More sharing options...
Ghogiel Posted January 30, 2012 Share Posted January 30, 2012 Automated breast movement, based on behavior? You have looked into the behavoir stuff, I havn't. But I just can't believe this is possible. The only reasonable automated breast movement I can think of, would be to fully enable lagg, but restrict it back- and forward by behavior. That would make great combat animations.In HBT there is a whole set of ragdoll modifiers and Jiggler Modifier. Link to comment Share on other sites More sharing options...
fore Posted January 30, 2012 Share Posted January 30, 2012 In HBT there is a whole set of ragdoll modifiers and Jiggler Modifier.Thanks so much, Ghogiel, for trying to help. It's so hard to get a start on all of this. And I seem to miss important documentation. The info I have is the HCT Manual, Tutorial: Rag Doll Toolbox. And there I can't see (or understand?) a whole set of modifiers. And I can't find the term "Lagg", Cherry is using. Where is it all? :wallbash: Link to comment Share on other sites More sharing options...
TwiggySkyrim Posted January 31, 2012 Share Posted January 31, 2012 The Lag bone contorller is one of Nifskopes functions, not havok. It's original use was on the flame trails for attronachs to make them lag behind. It works as a temporary solution for jiggle bones though. Unfortunately if you set it too high it looks ridiculous :P Link to comment Share on other sites More sharing options...
Ghogiel Posted January 31, 2012 Share Posted January 31, 2012 yeah, the lag bone is not a behaviour. it is a basically an animation controller or maybe you could think of it as a spring constraint though, as that is kind what it does, those float parameters in it are probably like mass, friction and dampening, or elasticity perhaps. So something like a limited physics constraint, the thing is it works in skyrim and on live actors probably because it's an animation controller type block so that's alwasy a plus. The modifiers on the other hand sound to be more powerful for physics implementations on live actors, I dunno if it's possible to use any of them in skyrim though. Like this one: 'Keyframe Bones Modifier: This modifier allows you to specify which bones are driven via animation and which are driven by physics.' Link to comment Share on other sites More sharing options...
respectfulrat Posted January 31, 2012 Share Posted January 31, 2012 Oh boy. It's like they have a mind of their own. Link to comment Share on other sites More sharing options...
TwiggySkyrim Posted January 31, 2012 Share Posted January 31, 2012 The problem with the lag bone is that it doesn't actually have any spring motion. It simply takes x amount of time to catch up with it's parent bone. Similar to a spring with high drag but no tension or dampening. Link to comment Share on other sites More sharing options...
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