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Maybe you misunderstand each other. Well what about  draugr female athletes themselves, they are not so bad at a certain angle :s .. and poor lighting :unsure:  ... and with a helmet :D . I had ideas of animations for them(http://www.loverslab.com/topic/33480-xanderos-stuff081414/page-5?do=findComment&comment=877607) but perhaps they will remain in my head.

 

Wow, thats great! Do some female draugr aniamtions. Please! o_o

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Was working on a possible finishing scene for Dog on Top, but was failing miserably.  :|

Just wasn't happy with the overall motion.  Something didn't look right to me so I scrapped it and started again. 

 

Managed to possibly create another intermediate scene with the second try.  Will put final tweaks on it tomorrow. 

 

In the interim, your input is requested.

 

I know Luki is interested in seeing a faster pre-knott stage, so I took this into consideration.  The following is the same scene, one slightly faster than the other.  Which one would you prefer ?

 

Slow

 

 

 

Faster

post-103460-0-89753800-1408072848_thumb.gif

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I don't know if this is something you'd be interested in, Dayelyte, but would it be possible to have male werewolf/bear on female werewolf/bear animations?

 

Critters on critters is not supported by Sexlab, as far as I know. Could be wrong, though. At least there are none.

 

I would go with fast then transition into slow before finish.

 

Thats a good idea. But if I had to choose Id go for the faster one.

And for the finishing one I guess it would really be a nice touch to go with the Dog is stuck and pulls to try to get out  :blush:

 

Dogs are quite the bunny rabbit when it comes to sex; Faster.

You going to look into female Draugr after? There's a nobody loves creature.

 

Why so much interest in the rotten corpses? Xandero is currently focusing on them too afaik. 

I do fear they will run into the same problems as Werewolves, game-wise... SL does not distinuish between male and female critters ... and I dont know about nude models for them, are there? Atronach have one and Spriggans are pretty much a special case but Draugr definately have cloths...

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Might I suggest some Dog on Woman oral sex? That's really the only thing missing amongst Skyrim beastiality mods.

 

I *think* Panic did something like that the last set he put out ?

 

 

Doesn't seem like he did from what I saw on his post.

Still, your animations are pretty damn flawless, so if anyone would be my preferred animator when it comes to knot-throating, it'd be you. ;o

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Why so much interest in the rotten corpses? Xandero is currently focusing on them too afaik. 

I do fear they will run into the same problems as Werewolves, game-wise... SL does not distinuish between male and female critters ... and I dont know about nude models for them, are there? Atronach have one and Spriggans are pretty much a special case but Draugr definately have cloths...

 

 

 

nude female draugr models: http://www.loverslab.com/topic/6349-draugr-females-nude/page-3?hl=naked%20draugr

 

To me is not much about the draugr per se, but about female cratures in general, I personally don't enjoy much playing a female character so having more options for the male characters is nice, besides, if a female character can get it on with a male draugr, why not have the male character fuck a female draugr, is only fair lol.

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Any thing but draugr... so many living critters that need love!

I would also point out if its a case of no female mesh/textures for a critter all the modders that make such things say "why bother when there are no animations that use it" and all the animators say "why make an animation when there are no female meshes" some one has to go first :P

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Just thinking on the scale issue for dragons, dogs, wolves, etc. Is the scale you use "baked" into the animations? What if you took the movements you made @20% (or whatever it was) for the dragon and applied those to the full sized dragon skeleton? The actors are actually animated separately anyway. Then after the dragon is summoned in-game you select it in the console and use "setscale .2" (or whatever it is) before playing the animation? The initial starting positions would be a best guess so you'd need to adjust a few times after seeing the results in the game. You'd need to use the same scale for dragons all of the time though for dragon porn so someone would need to script that to avoid needing the console.

 

Just a thought. :-)

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Was working on a possible finishing scene for Dog on Top, but was failing miserably.  :|

Just wasn't happy with the overall motion.  Something didn't look right to me so I scrapped it and started again. 

 

Managed to possibly create another intermediate scene with the second try.  Will put final tweaks on it tomorrow. 

 

In the interim, your input is requested.

 

I know Luki is interested in seeing a faster pre-knott stage, so I took this into consideration.  The following is the same scene, one slightly faster than the other.  Which one would you prefer ?

 

Slow

attachicon.gifdslow.gif

 

 

Faster

attachicon.gifdfast.gif

 

the first one "slow" is perfect as stage 1 or stage 2, but.. is almost a slow motion! :lol:

 

the second "faster" is fine as the pre-final stage :)

 

then the second faster animation is Ok before the final stage which is already done, the second/faster would be fine for the third additional stage for knott/side animation, is ^_^

 

 

The second faster animations is the optimum speed for the pre-final stage of any creatures animation :blush:

the first "slow" animation, that you showed is fine as the first stage or intermediate at best, is too slow to pre-ejaculating final stage, only an old dog, tired and sick, would be so slow before coming..

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May seem like small details.. but of great importance! ;)

a work of great animations likely to be belittled and undermined by a lack of or incorrect choice of speed of the individual stages of animation, if I say this is not to criticize, but to help improve / refine a Wonderful Work! :heart: so that everything is as it should be ^_^ 

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Fast seems to be the majority vote so far, so I'll tweak it into a higher gear. 

 

I will modify the human actor not to bounce around quite so much if I can as it looks odd at that speed.

( The fast forward issue I spoke of recently )

 

I pretty much animate on the fly without reference ( if you can believe that ) so bear with me if some of this stuff seems a bit off from what would be expected in reality.  

( I'm sure a psychologist would have a field day with the fact I come up with this stuff from scratch :| )

 

 

WYSIWHG:  The scale isn't baked into the animation since we're animating with bones and not a mesh asset.  I think there are other factors at play with the dragons as they seem to have multiple layers of objects involved.  Main mesh, some sort of under-skin mesh ( what you see when they die ), and whatnot.  I did try scaling down the dragon by the same percentage as the animation is scaled to in game prior to triggering the scene.  Made no difference.  Not sure what to make of it.  I can scale the wolf and it works perfectly.  Only problem is I have to retweak the entire animation for a wolf sized skeleton vs the dog which means I have to animate twice the scenes :|   As a result, I decided to align for the dog and let you guys use the SexLab adjustment keys for the wolf.

 

 

Steno442:  I utilize a constraint that attempts to keep the actors head stabilized somewhat if I can.  IFPV is the reason I do so.

 

Gulfwulf:  A few folks have asked for the critter on critter animations but, as Dentarr stated, I'm unsure if SexLab can deal with it.  I can put together a test anim and find out I guess.  To my knowledge, no one has done one yet. 

 

Rawrylicious:  If you're referring to the Dog on the receiving end of such a thing, it would not be easy.  The canine is actually fairly quirky to align due to the inflexability of his equipment.   I can look into it, but I already know it will not be as straightforward as I hope it will be. . . lol

 

Platanillo:  Dunno about the draugers, but I do plan on shifting back to the male character once I finish up the canine stuff.  I have an experiment I want to try with the male actor anyway. 

 

 

 

*edit* WAY too many smilies in my post lol

 

 

 

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Fast seems to be the majority vote so far, so I'll tweak it into a higher gear. 

 

I can scale the wolf and it works perfectly.  Only problem is I have to retweak the entire animation for a wolf sized skeleton vs the dog which means I have to animate twice the scenes :|   As a result, I decided to align for the dog and let you guys use the SexLab adjustment keys for the wolf.

 

 

 

 

 

is the Best choice ^_^

 

for the Wolf, is better aligned with SL align hot-keys

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Well, damn.

 

 

I tried to speed this up a bit and once you reach a certain point it just doesn't work well.  There has to be some movement in the human actor in order to maintain alignment of the genitalia areas since the canine equipment is fixed and non-flexible.  At high speed it looks like she's going into a seizure or something :|

 

As a result, this probably isn't as fast as you would like, but it is what it is I guess.  Isn't a knotting anim, but a slight variation of the stage preceeding it.

 

In related news, I've noted my breast anims look absolutely horrific on a CBBE body lol.  ( Tested it earlier in game.  Maybe I had the weight slider off or something . . . who knows )

-sigh-

 

 

At any rate, here is the new scene ( added it to the main download as well ) to play with.  Enjoy.

 

canine_on_top_s3.rar

 

 

 

 

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Well, damn.

 

 

I tried to speed this up a bit and once you reach a certain point it just doesn't work well.  There has to be some movement in the human actor in order to maintain alignment of the genitalia areas since the canine equipment is fixed and non-flexible.  At high speed it looks like she's going into a seizure or something :|

 

As a result, this probably isn't as fast as you would like, but it is what it is I guess.  Isn't a knotting anim, but a slight variation of the stage preceeding it.

 

In related news, I've noted my breast anims look absolutely horrific on a CBBE body lol.  ( Tested it earlier in game.  Maybe I had the weight slider off or something . . . who knows )

-sigh-

 

 

At any rate, here is the new scene ( added it to the main download as well ) to play with.  Enjoy.

 

attachicon.gifcanine_on_top_s3.rar

 

 

attachicon.gifdot_s3.gif

 

is simply the P-E-R-F-E-C-T-I-O-N on animation ^_^ 

 

 

 

Applause-crowd.gifAwesome-dean-supernatural-gif.gif

 

 

 

I'd love the same speed of animation in an stage for knot/sideway animation.. :blush:

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Speed looks fine. Although PC could have been placed lower, but whatevs.

 

Angles.  It's all about angles. 

 

 

Remember what I said about the dogs package being inflexible ?  It's why the PC is where she is.  Since the canine package is fixed to the pelvis bones, any rotation along that path will cause the package to change angles as well.  It takes very little rotation to completely throw it out of alignment so I have to be careful with how much hip rotation I give rover here while he's doing his thing.

 

( That's the long version of saying <--> motion only is pretty boring to look at :D )

 

Which is why animating for the canines is a pain in the ass :|

 

 

If I drop the PC lower, I have to drop the canine lower to match it, which will limit what motion I can actually do.  In a perfect world I would have an unlimited number of positions to choose from free of mesh or angle restrictions.  Alas, this is Skyrim and restrictions are the norm.

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