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OSex+ The Greatest Virtual Sex Ever


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Whoa. Whoa. Wait-

 

This will be what you are talking about. I made a small series of events to test how it would work in a different setting to see if I needed to add additional options and see if anything came up.

 

I'm not judging anyone's preferences or limits or enforcing my views but for me personally once it started coming together it crossed way over my line. What's currently available now could mostly be interpreted as some kind of still consensual rough love due to the transitions of the act not being fully animated. The imagery made when plugged into my system, especially on render detailed textured meshes in game, the scene becomes hauntingly real and I found it to go way past my own personal limits and I will not be able to live with myself if I did create it. The potential is there if other people want to pursue and incorporate it and it can be included in this structure however I personally am not capable of generating this content. Someone else would have to get the basics of my script and incorporate this section and animate it.

 

Warning the imagery is very brutal and I'm not endorsing it in any way. With the level of detail it can get I believe pursuing this path could easily lead to people of both genders being hurt in reality or enabled / shaped.

 

 

 

AdventurousEssentialBubblefish.gif

 

 

 

 

The animation isn't complete at all but you'll get the idea, I stopped working on it and am only personally doing vanilla and romantic sex. It's about 10 segments total, you're looking at a number of 2-4 second loops and transitions where each actor could have an input on what happens.

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This must be alot of work to done something heavy like this, Its really unexecpted what happening here with this new framework alot of new ways are opening. My only question is , will it work With HDT and the support with the HDT Pussy penetration ?

 

If this works combined with you new work it should be much more better than sexlab. This will surely take alot more time to be perfected but I can only say its almost perfect.

 

SO Good luck on your plan of work on it , it seems it will be a nice catch for your talent and for the entire LL Community.

 

Thanks for your Input of work and Screenshots how far you are already.

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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.

 

 

 

You are absulutely right Physics are one important key to believable animations especialy with such a task the most impressive Physics i saw as a result in terms of cloth physics so far are from MMD those japanese results are amazing :)

 

https://www.youtube.com/watch?v=XfCKcj_xeLU

 

Not sure though if it could help enhancing havok results and or HDT Physics, im also a little outdatet on the CPU Physics quality currently doable in Skyrim without the CPU exploding ;) (Most awesome Realtime Physics Cloth result)

 

 

It would be really interesting to see if your system could also be integrated in a way that it takes companion states into account so it automaticly accounts for a 3rd character also in the animations being selected and opens the possibility for some 3 some scenes :) (Sandwich, Double BJ)

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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.

 

Yup totally understand now, this is gonna be awesome.

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FrenchFoolhardyCrocodileskink.gif

 

Latest Progress on linking up all modifiers and phonemes with the aid of mfg console. I think it has a nice effect to see the face animated. You could freeze and snipe a single frame that you adjust with console that is perfectly aligned but it would be impossible to manipulate it like this by console so it flows through the animation. Expressions are in to but I'm reserving those to reflect the actors's overall mood since that can coexist with any modifier or phoneme adjustment which I'm using more in an animation sense. You can see the downside here to the male part scaling for blow jobs to fit although I think it's handled smoothly. I'm trying to be as ninja about it as I can. All of these features can be turned off if you want.

 

I'm hoping others will be able to get this alignment automatically. The mouth is the thing that will kill it. If your mouth isn't in the same place as mine it will not work and there's nothing I can do about it that I can see. Rest assured Fione's mouth isn't in a crazy position using double sliders to the max so it should be relatively fine for most players I believe.

 

The expression she has, for example looking up before starting, parting her lips slightly, shutting her eyes, those could have as many variations as someone is willing to spend time on, they could be coded to just pick from a random list or SexDentity could be connected to influence how they look at this point. Comes down to how much micromanagement one is willing to do, this would require editing the script however outside of whatever SexDentity can do.

 

 

but when will we be able to test it ?

Early September most likely, maybe earlier progress is going smoother then I expected. Everything in it can be developed endlessly in terms of intricacy of the animations and variations so nothing is ever finished. It will be polished up pretty good with a fair amount of animations but launch will be very beta. Everything is a wip and always will be.

 

This must be alot of work to done something heavy like this, Its really unexecpted what happening here with this new framework alot of new ways are opening. My only question is , will it work With HDT and the support with the HDT Pussy penetration ?

 

If this works combined with you new work it should be much more better than sexlab. This will surely take alot more time to be perfected but I can only say its almost perfect.

 

SO Good luck on your plan of work on it , it seems it will be a nice catch for your talent and for the entire LL Community.

 

Thanks for your Input of work and Screenshots how far you are already.

 

The animations are the only thing that slow me down. It's taxing to see one through to completion, the transitions generally have a lot more body movement, and take a lot of fine tuning and each scene needs a few at the least. It's always more fun to start something then to have to finish it. With animation assets the script can do anything you can imagine pretty much it just takes time time to generate every segment of each scene.

 

I think it's a different kind of thing then SexLab and this should more be used just as a Sex Simulator that the player activates when they feel like it, SexLab does a much better job at it's purpose. It will work with HDT Physics the same as Sex Lab does, there's nothing interfering with it. Things might line up right or they might need to be tweaked. You can deactivate the scaling male part if it's making it hard. I don't use Physics pussy personally so I'm not aiming for the spot perfectly but most of the animations will most likely hit it, I'm aiming things in the general spot. Thank you for the support and nice comments as well!

 

 

 

It would be really interesting to see if your system could also be integrated in a way that it takes companion states into account so it automaticly accounts for a 3rd character also in the animations being selected and opens the possibility for some 3 some scenes :) (Sandwich, Double BJ)

 

 

Very cool video thanks for linking is that PhysX? I don't know to much about it, I'm mostly just in it for Skyrim but very uninformed on 3D stuff overall.

 

In the case of multiple actors, the mod developer would have to designate the actors in the scene either specifically pointing to their reference or having their script check for example for the two nearest hostile enemies or a combination of your target + your follower joining in. Any combination would work but the burden would be on the developer to assign the actors how they wanted. A player activated script could exist as well but it would need the intended targets to be assigned on cast, using your follower as the 3rd would be the easiest route.

 

Currently I have no 3+ actor scenes animated but it could exist. There's other things you can do with it as well kind of along those lines, for example if you were into it you could generate tentacle scenes with a few actors assigned to being one tentacle each.  A while back for 0S_Actions I made a combat move that was a decapitation. It loaded in a replica actor at the time of decapitation with an invisible body and vanished the original's head, so the aggressor could hold the head in their hand and do a warcry. There's a ton of tricks like that you can do with it to make some hard to do stuff in Skyrim pretty straight forward.

 

I'm trying to pull out as much of the code into a utility version as possible hopefully enough that any one can call on it and it can just be an extension to Skyrim basically. A bathing scene was mentioned earlier ideally if animator did that in a navigatable seamless fashion they wouldn't have to take the time to plow through all the walls of setting it up they could just use global functions and wouldn't have to master my mod even. I'd like it to be set up where they'd plug in a block of premade code then just fill in template fields in their script to say what buttons do what etc. I think it's best to keep the scenes separate in some ways anyways, while you could have a 2 person scene then call in your follower to turn it into a 3way it starts getting really complex. Adding a transition into every scene to allow that connection is insane work so it would be best to most likely have a few base scenes intended to connect to other animation scripts if needed. The jump at most would just cause a split second T-Pose to an entirely different script of seamless animations.

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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.

 

Might be related to your issue: Exporting a 30 fps animation using Frames will actually result in 29.7 fps. I've read that using FRAMES:TICKS fixes this.

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You whole concepts and the overall approach is very professional and I mean not only the animation.

Such detailed tutorials, guides and descriptions in a run-up I have never seen before.

If this all come true this means a revolution in sexy Skyrim.

In others word who are you and why did you wait so long...

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Hi just checking back on this mod's development. I read what you said about how you would prefer not to have addons because you are afraid it may be to complex a system for users wanting a quick fap. And in a way you are right in how sometimes people would prefer a more simpler straightforward system

However that being said, please dont underestimate the impact your mod has! Previously sexlab was a essentially a mod that play sex animations with limited interactivity and gameplay was formed by the addons around it (i.e defeat/ submit/ amorous adventure etc). Your mod not only introduces interactivity into the sex animations but also an impactful implication in terms of AI and getting npcs of etc. Because of that, and i believe i speak for many out there, it would be really nice if there was a seamless option of using either your framework or sexlab when a sex scene begins or even better combining the two to create a mod with each others best points.

 

At the end of the day, skyrim's era of modding does seem to be coming to dusk with the advent of fallout 4. While i really do hope skyrim mods will continue, even more so i am looking forward to what is in store once fallout 4 modding begins and i know your framework if portable will be a key foundation for all adult mods to link to. Thank you for your hard work!

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Might be related to your issue: Exporting a 30 fps animation using Frames will actually result in 29.7 fps. I've read that using FRAMES:TICKS fixes this.

 

Thanks again, for your help! I'm experience 20%+ offset from the animation length to the update timer so what's most likely happening is the animation is coming in in at 29.7 FPS but there's a .1-.2 second delay that likely is script related while it registers some papyrus that goes down before it knows how long to set the next update. No idea specifically on that however. I tried some quick tests as I would prefer them to be exactly their length. I exported one actor as Ticks and one as Frames and it did seem to offset them as you said however i couldn't time the exact length of the difference or if it was 30 FPS exactly.

 

I saw that on your tutorial page someone posted on turning the animations to Binary. Which I'd like to try to do as they are starting to add up in size, I have no experience making .bats but I will most likely try to learn to write one that will do whole folders however I'm unsure what exactly is happening there and if I can convert a .hkx to bat or only xml to bat, or can convert back to xml then to bat then to .hkx. I'm not computer science at all but I can experiment to solve it I guess.

 

 

Hi just checking back on this mod's development. I read what you said about how you would prefer not to have addons because you are afraid it may be to complex a system for users wanting a quick fap. And in a way you are right in how sometimes people would prefer a more simpler straightforward system

 

Thank you for the response and the nice comments I appreciate it! I feel the same way about the future and I hope at least this can be a study of things to build on and see what works.. Who knows though I wouldn't be shocked if modding was vastly harder or impossible compared to how we have it now. Voiced protagonist and tower defense make me worry.
 
I do understand your point. I have specific views on it however it's just my perspective. I'm not going to stand in anyone's way if they feel differently. A large part of my hesitation is that  I am a bad coder and what 0Sex does anyone could have generated even if they have never touched Papyrus or programming language before. SexLab I believe has all the functions needed for Seamless animations, and some custom events like live stripping, intro scenes, multiple paths through animations, and the ability to connect to something like SexDentity and SexAI currently. The capacity for this is mostly  in the hands of the mod developer though and not the animator, it's just a matter of animators taking the time to design those additional animation assets or developers including the functions in how their mod works.
 
Animation assets for more intricate inbetween scenes and variations is one wall I think. The fact that neither the animator or developer can individually create their own project and have to depend on / work for each other or else can't reap the benefits. What would result would something that was dependent on a kind of duo frameworks basically requiring sex lab and the mod it was built for. If another mod wanted to access the features they'd have to replicate that specific mods purpose. Alternatively all of that can be done with 0 dependency and 6 words in papyrus.
 
What 0Sex has beyond that is just the fact that it's a standalone script that can run any custom papyrus event and I can incorporate all the buttons I want. Myself as the animator is able to dictate what happens in my scene instead of a mod developer choosing for me which is the major draw to the system for me. What would be left if you conformed it to a framework by taking away it's standalone script is everything SexLab can already encompass. Any mod or framework could also always just "cast" my script and so could a developer to enter into my scene.
 
In the case of a singular unanimous seamless sex scene that's woven together from all animators work, I do not think that is possible. I don't think anyone would be willing to transition them all back and forth to each other, it would be incredibly taxing Most likely the end result would be a few base positions that are jump points split by animator or team's work which would still isolate scenes into groupings and give it the same functionality that a stand alone script would have naturally, which doesn't need a framework at all.
 
My rant and theory on what most likely would be best, but this is just my personal feelings on it and I can understand others feeling different:
 

Most likely for scenes like 0Sex, each should be an isolated scene script of one artist or team's work per theme/subject that they choose to cover. It doesn't have to be sex it can be anything at all. It should be considered an animation platform instead of a sex platform in this case. These stand alone scripts can easily connect through papyrus.
 
This would result in assembling a library of seamless scenes in standalone scripts that developers can access, Scenes could be for example: Another authors take on vanilla sex like mine, some could be more linear with less keys, some could be animated to suit Futa, or to suit male + male, female + female, some could be three way, some could non consensual. Short scenes could be made revolving around furniture like a sex on a bar counter scene, and a story teller could trigger that scene on a specific bar counter in their mod. Pretty much exactly like how sex lab does it only the entire scene and all it's animations should most likely be considered the same as one SexLab animation (series). Again I see no reason that it has to be sex, a bathing scene, grappling moves in combat, a mage animatedly casting a tentacle beast they can control on a victim, the entire realm is what you gain by not being framework based.
 
In the case of Defeat as mentioned:
 
If 0Sex was a non consensual scene. It could be cast in the event Defeat now uses to trigger it's scene. It could be told to pick randomly from a number of start points somewhere in the web of seamless animation to keep things different every time, you could consider the scene the entire palette of possibilities that could happen to your character. If SexDentity and SexAI were implemented: It could be AI driven and only account for your characters SexDentity in how the player reacts.
 
If another author made a different version of non-consensual, or if there was  F-F M-F and M-M non consensual scripts then all scripts could be chosen from based on criteria (or randomly if needed). The functionality exists without a framework at all.
 
The greatest gain I believe is focusing on a seamless stand alone script template  with utility code generated to empower what is possible in Skyrim animation in a way that is accessible even to people that don't know Papyrus. Gradual blending facial expressions, and applying that in an animation sense, processing variations in animations played, scaling body parts, cumflation, SexDentity, SexAI, visual effectts like the bodies gradually getting sweatier or  hot and bothered look, cum direction, flushed, throbbing, enhanced dismemberment. It's all possible in Papyrus now but it can be turned from having a fairly steep learning curve into simple functions anyone can use regardless of papyrus skill and experience. This can triggered at the exact moment the animator wants it.
 
That being said I'm going to pursue making an easy to access script so other people can make scenes like 0Sex if they want, and develop the main features I mentioned like SexDentity and SexAI and keep developing my 0Sex scene and some other ones too in time but I have no idea what will come. I don't have the coding skill to generate or contribute to something of a frameworkscale or see anyway to benefit this system through a framework personally.

 
Thank you again for the nice comments and support of my projects! I hope my answer didn't disappoint but please know I would like to help the community in anyway I can and I will do whatever I can to find a way to bring the ideas you mentioned that you think would be positive to Skyrim and of course have no problem with others exploring those directions as well. I think in this case it might take some time to see what's possible and what's worth pursuing but one thing will lead to another.
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Got a quick question regarding your multi-actor animation guide. It seems it's made more for M+F rigs, when trying to make a F+F rig and following your guide, it always gives the new rig "001" suffixes to the bones even though i've renamed the original rig's layers, which would screw things up when exporting. Is there a way to prevent that from happening? Or is there some missing steps there about properly separating the two rigs like the M+F rigs are?

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Got a quick question regarding your multi-actor animation guide. It seems it's made more for M+F rigs, when trying to make a F+F rig and following your guide, it always gives the new rig "001" suffixes to the bones even though i've renamed the original rig's layers, which would screw things up when exporting. Is there a way to prevent that from happening? Or is there some missing steps there about properly separating the two rigs like the M+F rigs are?

 

I would use this method:

http://www.loverslab.com/topic/15293-arroks-sexlab-animations-resource-for-modders-updated-11282014/page-1

 

Do a search for To edit 2 actors...

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Got a quick question regarding your multi-actor animation guide. It seems it's made more for M+F rigs, when trying to make a F+F rig and following your guide, it always gives the new rig "001" suffixes to the bones even though i've renamed the original rig's layers, which would screw things up when exporting. Is there a way to prevent that from happening? Or is there some missing steps there about properly separating the two rigs like the M+F rigs are?

 

Hi Blarrgh,

I am sorry for the confusion. I went through it this morning and you are right. I made a mistake in that section. Everything else should be correct except this part when you are merging:

 

Before I said to Auto-Rename but I meant to say "Merge" as shown in this image. Please let me know Blarrgh if it works now and you can smoothly make it through this part. I'll do a run through myself again to make sure all is in place.

 

The guide and image have been updated but here it is so you know the part i'm referring too. (Might take a few page refreshes to show the changes)

 

tumblr_ntoxjxThv81ubnr1mo1_400.jpg

 

"A warning box shows up, if it's this one then click the "Apply to All Duplicates" checkbox and then click the box named "Merge". We renamed the layer's to F2, F3 etc. for organization but we did not rename every individual bone in the scene. This is fine as merging allows the bones to keep their original name while the renamed layers we made earlier allow us to easily identify them."

 

 

 

If you already proceeded to putting time into a multi actor animation and do have the bones renamed due to my error: I think potentially you could rename all the bones in the layer panel back to their intended names. While a lot of them would just have a 001 that needs to be removed at the end of their names,  3DS takes liberties in naming if the original ends with a number so for example: L item01, LeftWing5, anything like that you would need to reference to see what the exact name is. It would most likely take 10+ minutes and be no fun and there might be issues further down he line that might occur so I wouldn't try the rename unless you are very invested in an animation and it's worth taking the time to rename to see if that will export.

 

Sorry about that, hopefully everything is in line now! Thank you for the feedback and letting me know about that problem, I've updated the guide and always appreciate any help on cleaning them up, improving,  and correcting them in any way.

 

 

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