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OSex+ The Greatest Virtual Sex Ever


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Although the previews look totally amazing, wouldn't it be possible to collaborate with ashal to try to integrate those functions in sexlab instead of developing a fully independant framework? There has been so much work put into sexlab that it's probably not a good thing to split the community with different frameworks.

 

Keep up the good work anyway : )

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For learning animation, in 3DSmax it becomes easier and stronger with time spent more then anything, doing animations regardless of how they turn out I feel will strengthen over time, don't let the UI intimidate you and just play and experiment, my guide will show you the only tools you really need to worry about (Keep in mind most animators swear by the curves tool which I don't use or touch on in my guide, so you might want to check that out as it seems to be a big hit for most). You'll streamline your export process so you can get animations into game quickly which let's you test and get more satisfaction through out the process also the time will just naturally increase your comfort and skill. Just go for it and stick with it the time pays off quickly. 

 

Although the previews look totally amazing, wouldn't it be possible to collaborate with ashal to try to integrate those functions in sexlab instead of developing a fully independant framework? There has been so much work put into sexlab that it's probably not a good thing to split the community with different frameworks.

 

Keep up the good work anyway : )

 

I understand your point and it's not my intention to have that effect and I don't think and hope it won't. I would recommend no one even consider using my mod to handle their events. I think they are two very different things in a few ways. Mine started as a way to fire off any animation event. I use it to make npcs trigger special animated moves when attacking, have little scenes I made play out etc. it's kind of just grown independently and I didn't anticipate to get so pulled into the sex aspect. Basically I had a need to have scenes require a few back and forth options which custom events to play as well such as unequiping armor mid animation and having input decides when it happens which eventually led to this.

 

Mine is really just a proof of concept in virtual sex simulation in Skyrim in which I'm striving for realism and player control at any cost. It also is very complicated to use and I believe that any mod that does attach to it would have to anticipate losing a fair share of people that are interested in their mod in the first place. I believe if tried many players will not understand why it has complexity while others will enjoy the ability to manipulate the scene. Sexlab is vastly superior at what it does in every way in terms of being a framework.

 

By proof of concept I mean maybe these are things to think about in the future and might unveil other things that are fun in future mod-enabled games. I think SexDentity is something that has really good potential and could be kept very light overall, it could also be very complex, having the option for either means it could be implemented in an easy way if needed.. Seamless interactive animations is worth a try but it does come at a high price in controls and it's capped by animation time and the process itself is taxing to see a scene through to completion. Some players might enjoy a SexAI some might gain no value from it at all. It's all kind of up in the air stuff that might even hurt the experience. I'm just exploring here.

 

Some of 0Sex features you see in manufactured 3D Sex only games although I find them all quite disappointing and shallow. 0Sex will most likely hang with any at launch however 3D sex games are limited in that all they do is generate interactive sex sim and it's isolating and restrictive (and generally not close to Skyrim's visual photorealism as well achieved by the modding community.). There's not a whole world attached that you can also fight dragons in or see beautiful landscapes and get sandbox immersed in, to give the characters a story and personality, I like that sex could just be a small part of that story telling element.

 

I also feel the intricate input of my mod would overwhelm other mods in that the player is thrown into my sex mini game which would kill the overall immersion of the mod if it's regularly accessing sex. For example every time sex was triggered they would be thrown back into my choose your own adventure sex and it might not be what the player really wanted to commit to at the time. I'm basically saying SexLab is also superior at story telling if the player is rapidly exposed to sex and could be triggered many times in different ways in a sitting to make a nice chain of events. 0Sex would be a commitment and you'd either decide to engage with it or skip out of it especially if it recently just happened. 

 

Sexlab has vastly superior code and is much more modular then my script. It's clearly made by professional coder that know their stuff and is incredibly skilled which allows it to be accessible to anyone and have many people not only use the mod as a framework for their own mod but development for SexLab and it's capabilities is streamlined as well in terms of adding effects that occur as a result of sex etc.. Mine can be attached to fairly easily if a developer wanted to trigger my events but co-development is also very hard and overall configuration of all features is not there whatsoever.

 

My script needs a lot of hand work to implement any animation, and would need management over any addition due to custom events and paths and button presses. I think that's due to my coding not being the most trained as well as the input being something that a modular code would have a harder time wrapping around, without having to make sacrifice to functionality. I wouldn't really personally know the extent of it.

 

I might change the name of my post. I see your point and while it can work as a framework I think it is best just used by the player to trigger a intricate virtual sex scene when they desire unless a mod really feels this complexity suits their needs and isn't concerned about stranding their users due to to the system.

 

 

 

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my 2 cents sexlab framework and a very good coder but sadly ashal is wearing too many hats, imo sexlab needs an animator, voice and expression either 1 or 2 to handle them, my concern is where areas overlap doesn't make sense as its counter productive.., i would suggest a collaboration with ashal and leech of each strength and weakness.

 

btw, gj looks damm impressive and professional too

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Thanks for the long answer : ) I understand your point, but I think you can do much more than a proof of concept with such a wonderfull work. Skyrim modding won't die really soon, there are still a lot of big projects in development. FO4 is a quite different game with a different theme,  and the next TES is not even in development. Sexlab is still maintained and has more addons than any sex mod for any game (plus ashal tries to make his work as easy to understand as possible for modders). You could probably put it to a much better level with your system : )

 

I also agree with Whizkid, for a long time ashal has been looking for someone to create "transition animations" for its framework instead of ragdolling. Of course, the very large number of animations included would make it impossible to have a completely seemless animation system like yours, but you could probably start with an integration system for your own animation, then animators could start to create more transitions to fit most of the possibilities. For the other features, you could just modify the actual stage system with your own code (for example you can look at how"sexlab tools" and other mods like that "hack" the sexlab system to modify it).

 

Whatever you do, thanks a lot for the effort you put in your work : )

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Nice Dude !!

I hope you will make hardcore scenes and special anim for Futa lovers. Also script sound fx modifier, so sounds fx like body slamming can adjust itself to animation speed\pose,So i can work on all sound fx later.

Special thanks for tutorials .

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A question:

 

Is it ok if I use 3ds max 2013 instead of 2012 to follow your guide in your Tumblr posts? Or I must get the 2012 version as they are different from each other?

 

There was some kind of issue in 3DS 2013 and versions beyond with Havok which is the animation / physics engine Skyrim uses. I think something to do with rights to distribute and Havok either doesn't make the export plugin or doesn't make one that works. I don't know the exact details. Each 3DS version is going to use a different kind of plugin or entirely different export method so everything in the guide in terms of setting up and exporting is going to be different. If you do use 2013 you'll have to find information elsewhere on getting the programs you need and your export process will be different. If there is a way it will be on Google there's documentation of ways to get animation in and out for a few versions of 3DS. I used to believe you could only animate Skyrim on 2011 and as such had a much different export process that didn't use this plugin at all. I find generally once you go past 2012 a lot of things in Skyrim become harder to do.

 

Outside of exporting the parts my guide will be correct for interacting with 3DS as the tool functionality hasn't changed, and my part 3 is the same as well since that's just for design.

 

 

Nice Dude !!

I hope you will make hardcore scenes and special anim for Futa lovers. Also script sound fx modifier, so sounds fx like body slamming can adjust itself to animation speed\pose,So i can work on all sound fx later.

Special thanks for tutorials .

 

Currently whenever the loop segment starts each time it runs a few events that I call channels, one is for basic events like removing clothing, one for eyebrow placement, one for eye direction, one for moans, one for expressions, and one for math in terms of AI, both actors get each channel. These are not all implemented and fully used but I put the groundwork there and I plan to hook them up in time some if it will be there on launch. They can all be toggled in case people don't want to have the script control expressions etc. 

 

I wanted body slapping sounds too and originally it had a channel but I couldn't find a way to sync it. My animations are 2 seconds long but they play in game at some fraction between 1.7 and 1.8 seconds I have no idea what the exact number is and I think it might change from system to system. No matter what I try they got off sync slightly from the body slap channel the more they play from a loop so the body slap sound would get further and further off if you watched it for a while.

 

I found documentation I didn't see before in Fore's FNIS PDF (maybe it's newish) that you can call a sound event from FNIS which would make it play at that exact time in the animation every time. I'm in the process now of testing it and it looks like it will work, basically there will be a sound que right on the mark that bodys slap. I have 3 sounds currently Light, Medium, Hard. For the different speeds but they are a little too crisp I need something fleshier. They could also be assigned differently so it wasn't always the same, actor to actor for example or scene by scene.  The CK can randomly pick from a palette of sounds so having a bunch of variations for each would be awesome.

 

Any of the channels could be assigned on a case by case basis.

 

 

Thanks for the long answer : ) I understand your point, but I think you can do much more than a proof of concept with such a wonderfull work. Skyrim modding won't die really soon, there are still a lot of big projects in development. FO4 is a quite different game with a different theme,  and the next TES is not even in development. Sexlab is still maintained and has more addons than any sex mod for any game (plus ashal tries to make his work as easy to understand as possible for modders). You could probably put it to a much better level with your system : )

 

I also agree with Whizkid, for a long time ashal has been looking for someone to create "transition animations" for its framework instead of ragdolling. Of course, the very large number of animations included would make it impossible to have a completely seemless animation system like yours, but you could probably start with an integration system for your own animation, then animators could start to create more transitions to fit most of the possibilities. For the other features, you could just modify the actual stage system with your own code (for example you can look at how"sexlab tools" and other mods like that "hack" the sexlab system to modify it).

 

Whatever you do, thanks a lot for the effort you put in your work : )

 

 

Thank you and I see your point. I am an amateur coder even at best, I would be able to contribute next to nothing on that front, I think anyone that knows what they are doing would consider my work very hack over all on the scripting front.

 

I would like very much to help the community if I can. Animations seem like something I can offer but the seamless navigatable system is important to me. I tried a bunch of methods before arriving at my current animation set up to allow the scenes to connect. In terms of my logic behind the segments to assemble them I think it's solid. I will definitely keep animating and while I most likely will sound rigid on my permissions I would be happy to let SexLab use my animations and connect them to the framework. My initial impression was that the order in how Sex Lab presented the scene was fairly locked down and they have climax that builds to an end where as mine are only a single form that changes in speed with entrances and exits and most likely the transitions alone are what make them special which I didn't see a place for. I could see them incorporated in a linear sense through transitions as is now but I would not know how to go about making them work in multiple directions in the framework.

 

I guess I don't think I can offer much in terms of reliable code, but I'll keep animating and SexLab can use my animations and expect more to come if that helps. If there's ways I can adjust things to allow them to translate easier into the framework I will try my best. They do plugin to it, meaning if you overwrite a file in SexLab they show up correctly (Both actors are rooted at the scene's  0,0,0 so I believe they go in with no adjustments at all). They use the same positioning setup. if it takes some transitions to be added to make that happen I would be happy to help as well. I'd have no idea how to go about bringing my goals into that framework such as seamlessness, sexdentity, sexai, but I would love to see everyone's great mods able to be used with my animations by having them incorporated in to SexLab especially if the seamless aspect is possible.

 

In some ways I find seamless requires 1 max file that has all animations. I am not the most informed on this stuff but I can't import into the rig in 3DS so basically what I make in there is all I can have in there and I can't bring in a premade animation for example. it's something to think about too in terms of how can you connect all of this up in a co-development sense.

 

 

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For the different speeds but they are a little too crisp I need something fleshier. 

 

 

 

 

 

 

Back in the day I created a lot of new soundsets for a certain mod in Oblivion. Looks like i have exactly what you need, in abundance. Give me a call if you are still in need of them, I´m confident I can help you out there ;)

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Guest kimbale

Dem tutorials....  :o

 

Giant fucking Kudos on that, someone had to write that stuff down finally, it'll help so many people ... make more porn animations!  :D

 

Oh, btw.: GET OVER'ERE! We have cookies. And more expertise anyone can shake a dstick at. ;)

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You are basicly about to recreate Illusionsofts Animation System in Creation Engine, awesome dedication you put into this :)

 

Everything seems very well thought out in it's concept :)

 

Most amazing thing since Sexlab :)

 

And your animation quality for Handmade is just wow would have even guesed Motion Capture behind some, all those fine details about the body movements that's animation dedication :)

For a Hobyist you do ceartinly great :)

 

 

I saw only 1 small glitch in your POC presentation with one of your Models her Hand doesn't fit the uper body even under the Sepia Filter thats visible :)

 

You remember me of many of the SFM Sex Animators :)

 

The guys that brought Kunoichi (StudioFOW) to life for example im pretty sure you know which names of Animators come into my mind here :)

 

http://yagskie.tumblr.com/

http://thecunnysseur.tumblr.com/

http://vsmnd.tumblr.com/

http://beowulf1117.tumblr.com/

http://sfmsnip.tumblr.com/

 

 

 

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This is really good.

 

Integrating any of these features into sexlab at this point even with full collaboration seems like a lot of work and would probably break a lot of things, However I am pretty excited that you've mentioned fallout 4, since starting with the foresight of having this sort of features and maybe the help of sexlab and sexout modders would be incredible.

 

Let's just hope FO4 has better animation support and that we won't need another FNIS just to get things up and running.

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Wow, thank you everyone I'm flattered by this response. I do spend a lot of time on the recorded GIFS of the animations so I hope once experienced that it does not disappoint. Thanks for all this support and I'm very happy to know people are excited to try this out! I'm also worried about how the alignment translates. I'm using fairly universal placement of body parts and think people will be able to achieve the same alignment without any work, I haven't tested it much on other systems or mod combinations so it's something that I will try to iron out but might be harder to achieve then it seems to me at this moment. I also know the button system isn't for everyone and will piss some people off.

 

 

Altought i believe this is really awesome.

 

I am still confused on what it actually does, anyone can explain it in simple terms?

 

Basically it's a spell that when cast starts a Skyrim sex simulator. It's bound to a hot key or could be accessed through scripts as well.

 

There's a lot of hot keys and modifiers the player can press to make the actors do things. It's like you are a porn director and can tell the actors to get into different positions and do different acts the entire thing has no break in the animation so it's seamless. Example: If you want the actors to go from Doggy Style to Missionary you see them move their bodies into that new position. It's a little more complex then that but that's the base of it.

 

My goal is to make simulated virtual sex in Skyrim seem as real as possible and will be exploring other things like giving actors unique sex personality allowing alternate animations being used to show enjoyment, or rejection of a certain act for example. I'm also working on a system where one or both actors could become AI driven and make choices to navigate through the scene based on their sex personality.

 

 

You are basicly about to recreate Illusionsofts Animation System in Creation Engine, awesome dedication you put into this  :)

 

I think with some of the features that 0Sex touches on, in the hands of a better coder then myself to make codevelopment and accessibility easier with the help of a modding community that the most immersive sex simulator out there controlled and developed free by a modding community could happen. What excites me the most is that it wouldn't be in an isolated sex sim environment, it would be in an open sandbox world where sex is just a small part of what's possible, and all elements in the story player and community driven outside of sex as well. Having access to graphics and visuals enhanced by the modding community as well pushes it even further. The main piece missing right now is just time and an engine that can take physics more directly from a 3D program so the bodies and clothing can really move realistically in the scene. Basically importing cloth modifer bodies and PhysX or something similar on clothing and it would be all the ground work needed. Face bone's or better access to morphs in animation would help as well. I think most high end Sex animation has dynamic scaling body morphs as well based on bone position so they don't distort weird in more elaborate sex positions?

 

The extreme goal would make a system that had the identity and AI that you could can the animations entirely and attach the script to a robot IRL with joints instead of 3D bones to be a fully simulated playmate. Although they might have a singularity and become sentient murder sex bots so responsibility in creation. I actually might not mind getting terminated by a sentient murder sex bot, I'd have to think about it. If that did happen they should prob call the  pre singularity AI  SexyNet although ironically Sky(rim)Net fits in this situation.

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