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bhorton22
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About bhorton22
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- Birthday 11/22/1969
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Where can I find...? - Skyrim Adult Requests
bhorton22 replied to BruceWayne's topic in Skyrim Adult Mods
Does anyone have the Slick Catsuit by Nalim666? I want to load the mod 'Slick Catsuit CBBE compatible Chainmail' but it requires the slick catsuit mod and of course the mod has been taken down. -
Where Can I Find...? - Non-adult Skyrim REQUESTS
bhorton22 replied to DoctaSax's topic in Skyrim Non Adult Mods
Anyone? -
Where Can I Find...? - Non-adult Skyrim REQUESTS
bhorton22 replied to DoctaSax's topic in Skyrim Non Adult Mods
Does anyone have the voice files (English) for RCOTS version of Serana? -
Where can I find...? - Skyrim Adult Requests
bhorton22 replied to BruceWayne's topic in Skyrim Adult Mods
Anyone? -
Where can I find...? - Skyrim Adult Requests
bhorton22 replied to BruceWayne's topic in Skyrim Adult Mods
Does anyone have the original 'Lightning Companion' mod by Dragonflame17? I can't find it anywhere (just variants). -
OK, then let's try this - what if you made the dance the walk forward animation for an NPC? Would that not then cause the 'clipping' to stop. I guess what I am trying to do is move the bounding box with the NPC when they dance. I was thinking of somehow swopping out the normal walk forward animation with say a dance animation and see what happens.
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But, the walk forward IS an animation, and it changes location. Thus, you need only make any animations center move. So, the animations need to have there centers move with the animation? I assume this is done in the animation itself.
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But, if a character is walking forward and hits a wall, they continue walking and don't go through it. Seems to me that there is something missing from the dance animation (collision) that is available in the walk forward animation.
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Then why does the physical location change for a walk forward animation? Cannot the same be done for a dance animation? Edit: Without knowing how it all works (yet), I assume the dance animation is an idle. But even Idles seem to have collision.
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Groov edits the hkx file in XML format and dose use 3dsmax2014 with havoc tools to generate some of the information. But mainly he edits the info manually. So, yes it is possible to create a new bone on a skeleton, just have to it manually if you don't have Max2011.
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I asked, he only uses Nifskope, so it doesn't really answer my question.
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Some of the animations that have been produced do not have collision. How do you go about fixing this? For example some of the dance animations will allow the toon to pass thru walls or furniture. Is this fixed my changing the mod that adds the animation (i.e. change the .esp file as the author turned of collision) or is it fixed within the .kf file (i.e. when the animation is exported).
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I keep reading this post from Arrock: I recommend you use max 2011 instead. 2012 doesn't support havoc content tools 2010.2 , and 2010.2 is the only version compatible with skyrim. If your using hkxcmd.exe to export you can use 2012, but if you ever want to export custom skeletons (with breast bones) you'll need content tool 2010.2 and that needs max 9 up to 2011.
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Yes, but will that combination allow me to create new bones and animate for them?
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Currently only 3dsMax2012 version is available for download and I keep reading that Havok 2010 is needed for exporting skeletons (if adding bones) and for animations. My question is: Can I use 3dsMax 2012 with Havok content tools (and if so which version?), to add bones to a skeleton and also produce animations that will work in game? Or (as it seems to suggest from what I have read) you need 3ds 2010 or 2011 to use Havok tools 2010, as they are the only versions of 3dsmax that will work with 2010 Havok content tools and Havok content tools 2010 is the only one that will work for Skyrim. If the later is true then I cannot make any animations for Skyrim with additional bones? (in which case I'm going back to Oblivion and I'll just carry on making animations for that game).
