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Sex animations.


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575 replies to this topic

#1
Mulister

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Now that the CK is out, can't someone take the animations from this mod : http://planeteldersc...ds.Detail&id=13

And turn the into actual gameplay?

(Note: I don't know anything about modding, so sorry if this is a stupid question)

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#2
Firedoom

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Not a stupid question. The answer is that it's not as easy as 1 2 3 now that the CK is out. There are a lot of other programs involved in making the actual animations. And all the file formats involving models and animation have been updated, as well as the code. In other words, the shiney new technology of this engine needs to be investigated just as carefully as the last one was because it is more advanced and more complicated.

#3
ZaZ Chris

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The Problem Here Is That , Most Of the animators Use Blender my self included
Until The Scripts Come For Blender , the progress of sex mods will be slow

That Said Blender Needs Export Scripts to Skyrim when that comes out there will be a rise in sex animations

#4
Ryanhabs

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I actually follow that site and yesterday he had a write up on his front page that even though the CK has been out for 2 days now he has not been able to successfully been able to script them in to skyrim to run or trigger as their own animation. He said he would continue to work out the issue but he doesn't know where the issue is occurring atm.

Keep in mind that its a russian site and as much as google chrome helps to make things understandable it still has many problem areas in its translations and the above is what I took out of it.

#5
strelitzia

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http://skyrim.nexusm...ile.php?id=8714

#6
SpyderArachnid

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http://skyrim.nexusmods.com/downloads/file.php?id=8714


Yeah checked that out as well. It's not too bad, pretty simple.

She does the animation for a few seconds, then just repeats in a loop. Kinda weird cause she crawls into the bed, then starts masturbating, then she crawls back into the bed, etc etc etc. No sound though and it is a really short animation.

But it's a step in the right direction at least. :)

#7
fore

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Bad news, guys. There won't be any animation mod with plenty new animations in the near future. Whatever new animation you see, it's a modification of an existing file of the game, and REPLACES that animation. For example, this "Lydia Adult Show XXX" replaces "enter_bedroll", and whenever one NPC is required to run the original enter_bedroll in the game, s/he will run this sex animation instead.

And I doubt that you will find that many animations in the game, which are there for no reason, and can be replaced without breaking the game.

The problem is that Havok (the new animation engine) anims are much more complicated than the old Gamebryo/NIF format. And although two third of their tools are publicly available, one third (Behavior) is not. And even if you "find" a version, Bethesda has not released the files necessary to feed this tool. (hkx behavior files are only a stripped version of what you would need to modify).

And defining additional idle animations is only one of probably many things of what is hidden in these behavior files.

So unless a highly intelligent programmer finds a way to hack those behavior files (and possibly implements an idle manager on top of that, so different animations mods won't be automatically incompatible with one another), there will be no new animations. At least in a way that the rest of Skyrim will work as before.

Sorry for that news. I'm hit hard myself, because I had some animation illusions myself, before learning hard reality. :(

#8
DocClox

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So unless a highly intelligent programmer finds a way to hack those behavior files (and possibly implements an idle manager on top of that, so different animations mods won't be automatically incompatible with one another), there will be no new animations. At least in a way that the rest of Skyrim will work as before.


Am I right in thinking that each race has its own idles?

If so we could define sex-enabled duplicates of each race, gut the normal idles and replace them with sex anims. Then if we could change races on the fly, we'd be able to play a sex scene normally by changing from NordFemale to NordFemaleSexedUp and change back at the end to restore the default anims.

It'd be a horrible hack, and it does depend on changing races from a script, which may also not be possible. Still, it's possibly a lesser problem then reverse engineering Havok.

The other thing that comes to mind is that there's a PlayGamebryoAnimation in the CK that can play legacy nif formats. So we can maybe get the desired effect by running that.

(Also, pardon me if I'm talking utter hogwash - new to the CK so I may be making invalid assumptions here).



#9
jiggazigga

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What about messaging Behtesda on their Blogs and so on , and telling them to help getting animations in Creation Kit implemented ! I bet if many send them a massage , they would decide to release animation tools. I think the best way is to talk with the Creation Kit Beta Tester they should have some reputation with Bethesda !

#10
Kraxon

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Can't the behavioral file be duplicated in the CK and then the duplicate altered with new conditions als animation links?

#11
labrat

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Erm. As DocClox pointed out. For the Blender and .nif based animators I'm rather hoping that this will be a back door

http://www.creationk...ObjectReference

Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.


Examples given:

DoorRef.PlayGamebryoAnimation("Forward")
DoorRef.PlayGamebryoAnimation("Forward", afEaseInTime = 1.0)

Just seems to be a question of reffing your actors and connecting the equivalent of "forward" to a gamebryo animation.

Just....

#12
fore

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Am I right in thinking that each race has its own idles?

No. All (non-beast) idles and behavior files are common to "characters", which encompasses all races

What about messaging Behtesda on their Blogs and so on , and telling them to help getting animations in Creation Kit implemented ! I bet if many send them a massage , they would decide to release animation tools. I think the best way is to talk with the Creation Kit Beta Tester they should have some reputation with Bethesda !

That's probably the best way to get at least a statement from Beth. I don't know if Beta Testers will or can help. Much of what I said here was repeatedly stated by one of the Beta testers in the Beth forum.

Erm. As DocClox pointed out. For the Blender and .nif based animators I'm rather hoping that this will be a back door

http://www.creationk...ObjectReference

Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.


Examples given:

DoorRef.PlayGamebryoAnimation("Forward")
DoorRef.PlayGamebryoAnimation("Forward", afEaseInTime = 1.0)

Just seems to be a question of reffing your actors and connecting the equivalent of "forward" to a gamebryo animation.

Just....

I didn't know this command. But it's quite obvious for what it can be used. Activators, doors, where you don't need something complicated like behaviors.

Like in Oblivion, there are 2 very different areas of animation. One very simple for movable objects (forward, backward) and a highly complicated one based on skeletons. Do you really believe that they would keep this outdated engine just to byepass their new, highly sophisticated animation engine?


#13
labrat

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So....

ActorRef.PlayGamebryoAnimation("Special_Idle")

is a non-starter then?

#14
fore

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So....

ActorRef.PlayGamebryoAnimation("Special_Idle")

is a non-starter then?

What do you think should be activated this way?

In doors and activators, the animation and it's name are defined as part of the objects mesh (nif file). Actually I think the example above is wrong, as the Oblivion doors I know have the animations "open" and "close" defines. Switches have "forward" and "backward". So by calling the doorref's mesh it's apparent which animations are possible.

It's different for a character. There you have a body mesh, a skeleton, and a SEPERATE animation (in a kf file). So which animations should it use. At least it would require the name and path of a kf file. Because there is no way in the CK to specify a kf file.
And all animation/file relations are defined in Havok behaviors.



#15
velinejoseph

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Bad news, guys. There won't be any animation mod with plenty new animations in the near future. Whatever new animation you see, it's a modification of an existing file of the game, and REPLACES that animation. For example, this "Lydia Adult Show XXX" replaces "enter_bedroll", and whenever one NPC is required to run the original enter_bedroll in the game, s/he will run this sex animation instead.

And I doubt that you will find that many animations in the game, which are there for no reason, and can be replaced without breaking the game.

The problem is that Havok (the new animation engine) anims are much more complicated than the old Gamebryo/NIF format. And although two third of their tools are publicly available, one third (Behavior) is not. And even if you "find" a version, Bethesda has not released the files necessary to feed this tool. (hkx behavior files are only a stripped version of what you would need to modify).

And defining additional idle animations is only one of probably many things of what is hidden in these behavior files.

So unless a highly intelligent programmer finds a way to hack those behavior files (and possibly implements an idle manager on top of that, so different animations mods won't be automatically incompatible with one another), there will be no new animations. At least in a way that the rest of Skyrim will work as before.

Sorry for that news. I'm hit hard myself, because I had some animation illusions myself, before learning hard reality. :(

that's exactly what I thought.
damn it '_' I guess expert programmers are needed to do such thing as new animation