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Xross

Lovers and Tallywackers and Blender, Oh my!

Hello all.


 


I recently reinstalled oblivion and a small compendium of mods to go along with it. But despite the amazing resources of the modding communities, am unsatisfied with the current body meshes. I have a very specific idea as to what I want, but don’t seem to be able to find it. So I decided I want to make my own.


 


Now, I've done something like this before... way back in the days of Morrowind, At least editing a body mesh and rigging it to a skeleton. But this feels like a whole different adventure. Specifically because I want full compatibility with BBB and LAPF. This seems like a huge task, but I have most of the resources I'm going to be using anyhow...


 


I can go into detail if requested, but will leave the details out for now...


 


The summery of what I'm going for is thus..


 


Smashing together a custom BBB body based off HGEC which will then be assigned (via script) to a specific race (similar to SetBody). Then, the idea, is to edit the meshes of the Lovers parts to look like they are part of the same mesh.


 


Now, before I get into any of this, there are a few things that need to be accounted for, which leads me to questions....


 


Firstly, are there any good tutorials floating around? Preferably Blender specific. Ideally I'll find something that deals not only with model creation/editing, but also rigging to the skeleton.


 


http://www.loverslab.com/topic/19624-oblivion-some-blender-tutorials-and-stuff/


 


http://www.loverslab.com/topic/6124-animated-nifs/


 


I found these here, which is a nice little intro.


 


Second: The lovers meshes are equipped in the lower body slot, not like rings or amulets or anything like that, correct?


 


Thirdly: Part of the idea is to set up new meshes for the Lovers penis. How would I go about doing this. From what I understand I would need to go through the whole process of setting up these shapekeys (as mentioned in the second tutorial) and 'attaching' them to the skeleton, which is gonna control the animation.... I think...


 


Fifthly: Why do I have a compulsive desire to try and bite off more than I can chew?


 


Thats all I can think of for now. Like I said, if more details are needed, I can elaborate on my ideas.


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 Yes, lovers meshes are equipped in the lower body slot.  Be aware you do not need to do anything at all to them unless you want a futa cock.


 


If you use the existing futa cock, then you don't need to do anything more than delete the existing lower body on the futa mesh and paste in the lower body you are using.  Save it and your ready to roll.


 


You have things backwards, the animation controls the mesh, not the other way around. 


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Rather than use SetBody scripts, look at using the new OBSE (edit:)Blockhead plugin. You may find you don't need to use scripts at all. Even if you do, the resulting scripts will be MUCH simpler and robust.


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As far as I know, shapekeys are only used to give objects motion that is not controlled by the skeleton they are rigged to (independent motion that will keep playing regardless of the actual animation the skeleton is performing). That's for rigged models, of course.


They can also be used on models which are not rigged, to give them the ability to animate.


 


So, no, you will not need to use shapekeys.


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