Kenshi
Alternate poses (Greenlander Female)
59 条留言
Howls@TheMoon  [作者] 2023 年 2 月 15 日 下午 9:22 
@InfernusMatrix
If you take a look at the last screen shot above, it shows all the changes i made to achieve this in the construction set. To extend it to other races i believe you would just open up the race file and attach the animation file that is in the mod to whichever race you want.
I made this over 4 years ago and don't have it installed anymore so things might have changed.
InfernusMatrix 2023 年 2 月 15 日 上午 9:51 
Would really like to extend these to the other Vanilla races like Scortchlander. I'm sure it can be done I just don't know how to move the assets around.
InfernusMatrix 2023 年 2 月 12 日 下午 4:30 
How would I patch this to work with added subraces? They area all vanilla meshes so I think I just need to apply the animations somehow. Like the default greenlander works fine, but the cannibals uses the default poses.
Howls@TheMoon  [作者] 2020 年 8 月 9 日 上午 6:09 
It will affect all Greenlander females npc's included. Have fun~
Lawless 2020 年 8 月 9 日 上午 2:45 
Literally using just for the sitting animations xD ..is this like "Ladylike sitting poses" on nexus where it affects all female NPC's aswell?
Xbalamque 2019 年 4 月 6 日 上午 11:03 
some poses are nice but other ridiculous in the context and as it is rather dificult to find a surgeon i'have been obliged to stay with some of that undeserable poses or stop with that mod. Would be necesary to add more surgeons.
Howls@TheMoon  [作者] 2019 年 1 月 30 日 下午 1:03 
Weird lol, perhaps you deleted the wrong mesh?
If you didn't delete them before importing the new ones that might help.
No need to rename the mesh as you won't use it and that is what the skeleton will link to in the game. Maybe changing the mesh name did it?
The body mesh is always weighted to the skeleton when importing like I did in the video, I've never seen it not link to the mesh it is a imported with. :(
Illmad 2019 年 1 月 30 日 上午 10:35 
When importing the Skeleton mesh into the template, I get 'Female_skeleton.001' (renamed 'Female_skeleton' after I deleted the template skeletons and meshes) and a mesh called 'Default' which I renamed 'Female_body' after deleting the template body mesh.
The template skeletons were syncronized with their bodies, but I couldn't apply the poses to them correctly. It's just the imported files that are not connected to eachother.
Illmad 2019 年 1 月 30 日 上午 10:29 
I appreciate the extra information, but I think you misunderstood me: I can't get the body mesh to pose. Only the skeleton.
This is what I see:
https://i.imgur.com/9kTNJKp.jpg
Howls@TheMoon  [作者] 2019 年 1 月 29 日 下午 6:33 
1/2
Sorry~ I meant after you export the mesh with the skeleton and animations you will get two files, a skeleton which has the animations that you overrided and saved and also a mesh for each skeletion you export (you don't need the exported mesh).
In blender when you import the skeleton and mesh together like in the video, go to the bottom and put it in pose mode then hit A to select the entire skeleton (2:40). Then go to the right and find pose library and open then go through the list and find the idle_poses you would like to alter.(2:58)
After you select a pose from the pose library list on the right you need to hit the little life preserver icon (3:02ish) and then it will repair and add the pose to the window just to the left of that list. When you see the pose loaded in the little window select each one and then hit the little magnifying glass to the right (3:10) and it will put the skeleton and the mesh in that pose. From there it is altering the positions of each bone.
Howls@TheMoon  [作者] 2019 年 1 月 29 日 下午 6:32 
2/2
Once you have the skeleton posed as you would like it you will go to the bottom and find Pose and then Pose Library from the list (4:42) then add new pose, replace existing, and select the pose that you altered. Then you can go back to the right and check to see if the pose was saved. (4:58) After you do that with each pose you want to alter then it is deleting all the un altered poses from the NLA list on the left in the video (5:09) select each one with left click and hit x to delete. (Don't delete the ones you altered) :D
The last step is exporting your mesh and skeleton with tangents and bi-normals checked and also skeleton and animations checked. (8:00)
Illmad 2019 年 1 月 29 日 上午 2:22 
Yeah, I know about the mesh not being necessary. It still is useful during the posing itself though. Or, it would be if I could just get it to sync with the skeleton pose. I didn't spot any inconsistencies between what you did and what I do up until the posing began, so I'm lost at the moment. Gonna have to google some more, but oddly specific searches have a tendency to not be my friend. Putting "Kenshi blender skeleton body pose syncronize" in the search field did not help one bit.
Howls@TheMoon  [作者] 2019 年 1 月 28 日 下午 6:34 
I added a screenshot above that shows how it is set up in the fcs after you finish the export of the skeleton. You can export it directly to your mods folder too, instead of saving in blender like i did, if you do save it in blender then you need to copy paste just the skeleton file into your mod folder.
The mesh it makes can be deleted and isnt needed.
Illmad 2019 年 1 月 28 日 下午 5:33 
Thanks a lot for taking the time to make that! It's a bit too late here for me to check it out right now, but will give it a go tomorrow.
Howls@TheMoon  [作者] 2019 年 1 月 28 日 下午 3:57 
@Illmad
I link the video here for you (above with screens) hope it helps, i struggled through this as it has been awhile since i played with animations and i am a blender amature as well.
Let me know if you have any further questions as there is no commentary in the video lol.
Illmad 2019 年 1 月 28 日 下午 12:56 
That'd be immensely helpful actually.
I've managed to import the skeleton file. Figured what I did wrong. What I had tried doing was importing 'female_skeleton.skeleton' instead of 'female_skeleton.mesh' Now I have access to the poses, but for some reason I can't view them at all. The model just stands in its default position no matter what I do.
Howls@TheMoon  [作者] 2019 年 1 月 28 日 上午 10:21 
While in blender with the kenshi template loaded choose import kenshi mesh, make sure you have import bi-normals,tangents as well as import skeleton and animations. All four of those can be found at the bottom left after clicking import kenshi mesh. Path to kenshi/data/characters/meshes and select male_skeleton or female_skeleton.
I made a no frills 8 min video that shows everything from import to export for this, I'll upload and link here tonight.
Illmad 2019 年 1 月 28 日 上午 2:50 
I've managed to get the Blender addon installed, and the template. But I can't seem to find out how to import the .skeleton files which contains all the animation data.
Howls@TheMoon  [作者] 2019 年 1 月 27 日 下午 4:07 
https://psteamcommunity.yuanyoumao.com/app/233860/discussions/3/1483232961034999015/
There is a link to lo-fi animation modding explanation here, aside from the info they provide it was mainly trial and error. I watched a few you tube videos on animating in blender that did help me learn the wheres/whats and shortcuts in blender for animating.
I might be able to add a short video here with an example of how i did it in blender.
Illmad 2019 年 1 月 27 日 下午 2:18 
So no more than 8 poses then, got it.
Is there any tutorial for this that you could recommend? The only tutorial I've seen is for making custom animations, but I'm really only interested in adding my own idle poses. At least for the moment.
Howls@TheMoon  [作者] 2019 年 1 月 27 日 下午 1:09 
Yep I made in blender, and yes you can add more but then it requires adding them to every race and thus creates problems with any modded races you use. I also found that adding these same poses as additional severely decreased the games performance.
The good thing about these overrides is they can be added to a single character or race with no effect to the rest of the world.
Illmad 2019 年 1 月 27 日 上午 11:34 
Okay, how did you make these? Blender? And is it possible to have more than eight idle poses in the game at the same time?
Howls@TheMoon  [作者] 2018 年 12 月 17 日 下午 7:54 
Yeah they are definately more of a snapshot pose than idle poses lol
I'll get to combining the more realistic ones and adding to other races eventually too.
BigRowdy 2018 年 12 月 17 日 下午 7:43 
Though I like your mod, the poses are a bit too extreme except for a few.
Howls@TheMoon  [作者] 2018 年 12 月 11 日 下午 5:00 
The current Scorchlander pose mod version is abit more that style too
Howls@TheMoon  [作者] 2018 年 12 月 11 日 下午 4:59 
After making this the thought crossed my mind to do some Ginyu poses or other anime pose sets :D
weezact7 2018 年 12 月 11 日 下午 4:56 
And that is not a bad thing :P
weezact7 2018 年 12 月 11 日 下午 4:56 
I'm sure someone has already made the comment of how much this looks like the Ginyu Force, but I figure I need to be sure.
Howls@TheMoon  [作者] 2018 年 11 月 9 日 下午 3:46 
In my experience adding just 3 poses for a total of 11 instead of 8 caused major performance issues, I'm guessing because it's an addition to every npc in the game.. with the same poses I used here that cause no problems as overrides. So I still thing replacing existing ones is the way to go, and you'll see more variety that way too. I hope you can get it to work better than I could if you go with added animations or poses.
Howls@TheMoon  [作者] 2018 年 11 月 9 日 下午 3:41 
That will work if you just replace existing poses, but if you make new ones everyone has to have it.
In the fcs there are 2 things you need for new animations, the animation file where you add your skeleton with your animations (placed on everyrace) and animations which is the main list of all existing ones, here you need to make each new animation you made with the name you used in blender for each one. So if your adding 3 new poses you need three new animations in the fcs .
sn 2018 年 11 月 9 日 下午 3:11 
yep that's me, ah that explains it! I've just been adding it to the male greenlander. Thanks again! :-)
Howls@TheMoon  [作者] 2018 年 11 月 9 日 下午 1:43 
@s.n are you essenwee on lofi forums? If so any luck with the poses not showing up?
If you've made additional idle poses then you have to create new animations for each in the fcs and give them the same name as you did in blender, also every race has to have the skeleton file as an animation file if you've added vs override.
sn 2018 年 11 月 8 日 下午 8:34 
Thanks a bunch!
Howls@TheMoon  [作者] 2018 年 11 月 8 日 下午 3:25 
@s.n make sure to delete all other animations and poses from the nla editor that you didnt change and then rename your skele before exporting. Also make sure you check export skeleton and animations at the bottom left on export window. You don't need the mesh it makes just the skeleton file :D just place it as a new animation file on a character or race, do not make new animations in the fcs, just add your skele to a animation file.
Howls@TheMoon  [作者] 2018 年 11 月 8 日 下午 3:21 
Lode into the pose library the idle poses, use the life preserve icon to repair, then adjust like you want and save as existing pose and choose the one you edited (pose0) (pose1) etc.
sn 2018 年 11 月 8 日 上午 6:59 
Nvm found em! :steamhappy:
sn 2018 年 11 月 8 日 上午 4:07 
What poses are you changing in the FCS to replace them? I'm fiddling around in blender myself :d
Howls@TheMoon  [作者] 2018 年 11 月 4 日 下午 2:22 
Also all demons have special poses and eat corpse animation overrides
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1501885795
Howls@TheMoon  [作者] 2018 年 11 月 4 日 下午 2:18 
@s.n
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1557109851
here's afew more :D more to come but i have alot of stuff im working on and like to bounce around to keep it fresh. Thanks!
sn 2018 年 11 月 4 日 上午 7:13 
Mooooore! mooooooore! <3
Howls@TheMoon  [作者] 2018 年 10 月 21 日 下午 4:42 
Also because additional ani/poses need to be on all races even if you do so when someone uses anyother mod with a new race there will be issues.
I will be working only with override animations and poses like these moving forward.
Howls@TheMoon  [作者] 2018 年 10 月 21 日 下午 4:30 
After much experimenting and testing with adding new custom poses and animations (as additional) i have come to the conclusion that animation or pose overrides like in this mod are definately the way to go. It can be used to give each character or race there own style and variety (like the crawling foggies :0)
When adding an animation or pose vs overriding existing ones it creates many issues because when you add even one animation to the list it requires all races even ones not playable to have that animation file or it will cause glitches and crashes. On top of that which is alot of work, adding even afew addition poses to every race in the game (that means every npc in the game is affected) increases the memory demand greatly causing the game crash issues due to memory.
I tested even with half these poses (exact same file just renamed) added as additional vs over ride and still had issues.
Howls@TheMoon  [作者] 2018 年 10 月 20 日 下午 5:27 
This mod is and will remain greenlander female only, the sitting and sleeping poses affect all greenlander females. I'm putting out a different mod that will add extra poses vs these overrides but it has to add them to every race, there will be male poses too so 15 poses total but I'm working on some animated poses too.
Yo 2018 年 10 月 20 日 下午 4:47 
so female poses only? also, I see some sleeping & sitting pose, does it change for every NPC or just some?
BigRowdy 2018 年 10 月 20 日 上午 3:52 
Man I LOVE this
Howls@TheMoon  [作者] 2018 年 10 月 20 日 上午 1:58 
Animation or pose overrides however can be done on a character or race level and not interfere with anything else, kinda cool to think about specific character animation overrides or make each race move differently with overrides.
Howls@TheMoon  [作者] 2018 年 10 月 20 日 上午 1:55 
@Space_Lettuce_OG
After finding what i had missed and making the male versions of the poses and then adding them under animations in the fcs and adding an animation file with the skeleton for each male and female to Greenlander, the poses work fine as additions for Greenlanders... but now everyother race also has 15 poses but no animation files attached creating the same problem i had with the greenlander male when i added the additional poses to just female.
The only solution i can see is if any custom (additional) animations or poses are added then all races need the animations for both male and female. ( I would imagine this to be true for combat aswell )
Howls@TheMoon  [作者] 2018 年 10 月 20 日 上午 1:01 
I have found out how to make the poses all additional :D woot. There will be 15 poses total but i have abit more work before it will be up here. I have to make and name poses for male greenlanders that match the names i added for these poses or it messes with the male poses.
Currently the females have all 15 poses working in my test version but im going to correct them before next change as i have to build the male poses anyway.
Cinto PL 2018 年 10 月 19 日 下午 7:54 
I hope Theif-senpai lets me join her guild.
Howls@TheMoon  [作者] 2018 年 10 月 19 日 下午 7:02 
@PL lol good one! It's not a very bossy pose is it.. "Hey sweetie wanna join my guild?<3"
The one good thing about these being override poses instead of additional ones is that the mod can be turned on and off with existing saves and doesn't cause problems as its just placing a pose instead of the default.