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sefulretelei

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    sefulretelei reacted to Goose in Animation School   
    MotionBuilder will not work since the 3dx rig cannot be validated in it .. the 3dx rig uses custom bone names. It's easier to just export bvh from another program.  

    I am working on a Blender rig for that .. (blender export to bvh -> max import to bvh -> max convert to bip). So far I have gotten everything right except for hand movements, the neck, and one of the spine bones. Once I get those right I can focus on the remaining less-important bones. It'll just take some trial and error since this hasn't really been done before. 
    (this is just a test animation)
    Blender render:

     
    Blender rig with mocap rig constrained to it:

     
    Imported into 3dsmax biped:

     
    3dxchat's biped rig:

    ^The knees are pulling away because the bottom spine bone isn't getting any rotations, and the pelvis' location needs fixing
  2. Like
    sefulretelei reacted to Goose in Sex positions   
    I made some of these animations faster than the others to demonstrate how fast they can be played without looking too weird. Some of them are jumpy but that's just how they saved as a gif. And yes there's a lot of oral because there's barely any in-game already, though the majority of these are user suggestions from this thread.
     
    These are all 16-20 frame loop animations, while an in-game animation would be something like 120 frames (I'm just guessing). Those animations would have constraints on certain bones to change their movement over time to make it look less repetitive.
     
    None of these pictures here have polished head/face/hand/finger/legs/feet bone movement, they're simply for demonstration. These all took about 20-30 minutes each but if I were to do a full animation it would have all of the above and only take about an hour to complete each final 'pose'.
     
    Why am I doing this? Because right now I have nothing better to do (holiday woo woooo) and more importantly I want to show you how easy this is (lazy devs).
     





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