popvirus2 Posted August 29, 2017 Share Posted August 29, 2017 My current favorite follower (Saige) has beatiful, butt lenght yellow blond hair...we just finished fighting a dragon and I was thinking....IRL her hair would have been a mess unless she used 14 cans of hair spray and heavy hair gel. So, I was wondering if there was a way to change her hair via annimation of braiding her hair that you could use before going adventuring and then on return home have her stand in front of the mirror unbraiding her hair... Rules on who, when, how, where, would have to be discussed along with collaboration from annimators/hair designers for the "raw data" ...I can see a very tedious annimation process because of the movement of fingers/hands,wrists, arms, etc...but my question is could it be done? I ass-u-me that different braid options would require different braid annimations to be realistic. Rules on the length (or which specific hair style -braided or not) would have to be set...or "this only works with..............." To me, this would be ultimate immersion... :yes: I have no idea about the "costs" associated with animation or design so I may be way off base even thinking this could happen.. Any thoughts and discussion would be appreciated...I'm just throwing this out there... Pops Link to comment Share on other sites More sharing options...
BlueGunk Posted August 31, 2017 Share Posted August 31, 2017 Interesting idea and would be a good immersion, given we can't use HDT hair in Skyrim SE. I understand a lot of Skyrim animation comes from motion capture. I should have thought this would be quite an easy capture for an amateur animator to make.And possibly in two or three styles: braid, bun, over-head braid, etc. using Apachii and SG / KS hairs, have the right animation to move from one style to another.A spell or a power might initiate the action, could even be designed to fit into FNIS PCEA 2. Hmmm... I'll lurk and see what comes of this! Good call, Popvirus2. :thumbsup: Link to comment Share on other sites More sharing options...
fore Posted August 31, 2017 Share Posted August 31, 2017 Easy capture? I don't know. With all this finger acrobatics? But the problem is not so much the character, it's the hair. Animations require bones, it cannot be done with HDT. And to make a braid I would think requires at least 3 times 8 bones. And 3 lines of bones probably isn't enough for other hair styles. So we are talking maybe about 40 additional bones. And quite frankly I would not like to use a skeleton which has an abundance of bones for sone very specific animations which I probably never would use. Link to comment Share on other sites More sharing options...
popvirus2 Posted September 1, 2017 Author Share Posted September 1, 2017 thank both of you for your responses... I knew this would take a lot of extra bones..."nodes" (reference finite element analysis here)... I have no idea how the animations work but I assume the meshes are similar...since they are all interconnected, if you move one, you movem' all...is this anywhere close ? I would think the bones would represent the links between the nodes in FEA... OK way off subject...sorry to ramble... Mr Fore, I totally understand this suggestion would be very specific to one action (or one group of actions) and I totally respect your viewpoint...adding the bones for a specific purpose would not be right...unless...those same bones could be "turned loose" to act on their own in response to other body movements...yeah, I know, I probably don't have a clue... anyway...with all that being said, BGs idea about the spells seems to me to be an easier implementation of hair style change....wow, :ohmy: , if you were to use a spell to initiate an action, could/would it be possible to implement an in-game hair style/color change any time you wanted it...and have it at your fingertips and just forget about the animations (for now) My brain is running 110% thinking now...and it smells like smoke in here... Have a great day.. pops ps...I still like the finger manipulation animation idea... :) Link to comment Share on other sites More sharing options...
BlueGunk Posted September 2, 2017 Share Posted September 2, 2017 I'll watch this space! :cool: Link to comment Share on other sites More sharing options...
fore Posted September 2, 2017 Share Posted September 2, 2017 No, I mean "bones", not nodes. We are working with a skeleton, usually XPMSE, and skeletons have bones, as is known. All the little mesh pieces are weighted to the different bones, so that each mesh piece knows where to go when the skeleton is moved by the animation. And the skeleton principle that is apparent for the body and the clothes is also used for a bow, for example. And of course would apply to the hair. And don't waste thought on how to imply hair movement. If spells, dialogue, keystrokes or menu. That's all a piece of cake compared what you have to do for animations and hair movement. :smile: Link to comment Share on other sites More sharing options...
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