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Proxy's Animations (8-6-2017 Update)


proxy86

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Congrats for the job you are doing Proxy.

After the slap sequence when the female is done, she tries to escape. Here the "slipping away" is a little unrealistic, because she is pushing the feet in the air and moving.

 

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Congrats for the job you are doing Proxy.

After the slap sequence when the female is done, she tries to escape. Here the "slipping away" is a little unrealistic, because she is pushing the feet in the air and moving.

 

Good catch, I totally agree! I will have to do a fair amount of testing in game to see what alignments are off for sure.

 

One problem I run into is that unless you are inside, the ground in skyrim is very often uneven. Sometimes, if you set an animation at z-axis (height) = 0, you get clipping issues with the ground. You can offset this by raising the actors a bit higher than 0 to allow some wiggle room for uneven ground, but then it can also sometimes look like you are floating in certain situations.

 

However, I think you meant more the angle of the feet and ya they are definitely off :lol:. Many things to fix, never enough time. Story of every Skyrim animator ever?

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  • 4 weeks later...

While im glad that you are making more content for 0sex i have to give some constructive criticism as well.

Im not a fan of fist punching girl in a belly but thats not what ill be focusing on.

 

It seems that all your animations have similar issue and that is gravity.

 

Update [2-2-2016] - the way girl falls down is not realistic. her upper body is about to have massive impact with the floor, natural reaction would be to try to absorb that impact by landing on hand palms (even after impact hands would try to do another save attempt and would not stay in place), but instead she lands on left hand elbow which would cause massive pain but she completely ignores that. Meanwhile while her left feet took a spin and landed on the floor, after this huge impact there is no way that right feet will stay perfectly aligned with the floor (impact should rise it up and land on different spot). Minor issue is traffic policeman stop sign it is playing to slow if she is trying to save herself.

And after that another gravity issue guy lands on his knees (painful) and bends almost 45 degrees above her no hands. I dont think anyone can do that in reality yet she has enough strength to hold him there and push him back with one hand like its nothing.

Then she tries to escape by pushing her right leg (what CPU mentioned) onto air (nothing) and its working even though she is not using hands to help herself.

 

Fist to belly - first of all its massive impact to the body so body should move a bit back after which she puts hands on the belly. She should also fall on her knees almost instantly (check guy going on his knees in previous animations that one was good for this situation) and not raise right hand up and put left hand above knee (its her belly that hurts). After falling to the knees her whole body should follow head movement (he grabs her head so she has to follow or lose it) and try to resist with hands or show pain on belly with hands.

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While im glad that you are making more content for 0sex i have to give some constructive criticism as well.

Im not a fan of fist punching girl in a belly but thats not what ill be focusing on.

 

It seems that all your animations have similar issue and that is gravity.

 

Update [2-2-2016] - the way girl falls down is not realistic. her upper body is about to have massive impact with the floor, natural reaction would be to try to absorb that impact by landing on hand palms (even after impact hands would try to do another save attempt and would not stay in place), but instead she lands on left hand elbow which would cause massive pain but she completely ignores that. Meanwhile while her left feet took a spin and landed on the floor, after this huge impact there is no way that right feet will stay perfectly aligned with the floor (impact should rise it up and land on different spot). Minor issue is traffic policeman stop sign it is playing to slow if she is trying to save herself.

And after that another gravity issue guy lands on his knees (painful) and bends almost 45 degrees above her no hands. I dont think anyone can do that in reality yet she has enough strength to hold him there and push him back with one hand like its nothing.

Then she tries to escape by pushing her right leg (what CPU mentioned) onto air (nothing) and its working even though she is not using hands to help herself.

 

Fist to belly - first of all its massive impact to the body so body should move a bit back after which she puts hands on the belly. She should also fall on her knees almost instantly (check guy going on his knees in previous animations that one was good for this situation) and not raise right hand up and put left hand above knee (its her belly that hurts). After falling to the knees her whole body should follow head movement (he grabs her head so she has to follow or lose it) and try to resist with hands or show pain on belly with hands.

 

Thanks for the feedback, Kinky! I completely agree with most of your suggestions. In fact, I have actually scrapped these animation trees (at least for the near future) as I believe it is a little too ambitious for me at my current animating level. As you pointed out, there are a LOT of physics laws that should be taken into consideration with this much movement and I don't see myself having the time or the skill to work them out right now. I will probably just put them on the backburner and use them for my own personal use.

 

Instead, I think any time I have would be better spent updating my initial animation tree to work with the changes Ceo has made in his 1.07c/d updates. As of now, there are a number of changes that I need to make in the JSON files for it to work with his latest OS-A version.

 

On a side note, FunnyBiz has recently started up a thread previewing a fighting/sex animation concept whose theme is very similar to what I imagined trying to tackle in the above scenes. His previews are definitely much smoother and am definitely interested to see what he can create!

 

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  • 6 months later...

Hey Howarde,

 

Ya, sorry for the silence in this thread  :(. I've been on a longer-than-expected break from animating outside of creating small things for my own personal use.

 

0SA is an amazing platform and I definitely want to contribute a module with some core animations soon.

 

I am still trying to find a niche for my animation module. Ceo's 0Sex module is heavily geared towards mutual romantic sexual interaction. I think this uniqueness has drawn a lot of his current supporters since the majority of animations out there are more aggressive and rapey in nature and have been geared more towards sexlab. Ceo actually created a small rape-themed animation but found that introducing transition and web-animation functionality brought the scene to a level of realism he wasn't comfortable with so he scrapped the project from his 0Sex module. I would be willing to try and fill in a more aggressive animation niche with my module, but animating transitions can be pretty overwhelming, especially for a pretty inexperienced animator such as myself.

 

Also, I am a big fan of the animator Funnybiz, and he pumps out aggressive themed animations like a well oiled machine. I find myself getting sidetracked and having difficulty focusing on finishing some of my own projects when I can just refresh his thread and find cool new animations every couple days :D, or I think up new animation projects I want to start. For example, just the other day I started this project as it fit into a specific quest scenario in my own game:

 

https://gfycat.com/NaughtyBelovedDromaeosaur

 

Fear not though, I have read up on Ceo's 0SA test-module and I am hoping to get around to at least releasing the core set of animations I had developed for 0SA 1.07(?) in the near future.

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Hey Howarde,

 

Ya, sorry for the silence in this thread  :(. I've been on a longer-than-expected break from animating outside of creating small things for my own personal use.

 

0SA is an amazing platform and I definitely want to contribute a module with some core animations soon.

 

I am still trying to find a niche for my animation module. Ceo's 0Sex module is heavily geared towards mutual romantic sexual interaction. I think this uniqueness has drawn a lot of his current supporters since the majority of animations out there are more aggressive and rapey in nature and have been geared more towards sexlab. Ceo actually created a small rape-themed animation but found that introducing transition and web-animation functionality brought the scene to a level of realism he wasn't comfortable with so he scrapped the project from his 0Sex module. I would be willing to try and fill in a more aggressive animation niche with my module, but animating transitions can be pretty overwhelming, especially for a pretty inexperienced animator such as myself.

 

Also, I am a big fan of the animator Funnybiz, and he pumps out aggressive themed animations like a well oiled machine. I find myself getting sidetracked and having difficulty focusing on finishing some of my own projects when I can just refresh his thread and find cool new animations every couple days :D, or I think up new animation projects I want to start. For example, just the other day I started this project as it fit into a specific quest scenario in my own game:

 

https://gfycat.com/NaughtyBelovedDromaeosaur

 

Fear not though, I have read up on Ceo's 0SA test-module and I am hoping to get around to at least releasing the core set of animations I had developed for 0SA 1.07(?) in the near future.

One reason i prefer agressive animations in sexlab than in 0sex: i'm usually the victim, so imho controlling the actions is kind of "unimmersive" in some way. And i assume many others think the same way, beside just beeing used to make animations for sexlab. ;)

But i'd be very glad if there are options to take control and have agressive animations once i start my futa/succubus game, and most likely i'm not the only one in this case either. So, i really hope you find the time to do some stuff. :)

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  • 3 months later...

Is this still being reworked for the latest version of oSex/OSA ? If not, would this work with the latest version?

 

 

I'm still alive. I have just been a little sidetracked playing around with Source Film Maker animating lately. I have also been incorporating an effect called link constraints (other animators like Nibbles and Anub have long been using this effectively in their animations) into my animations which makes things look a lot smoother but takes time to go back through everything.

 

Since I seem to keep getting sidetracked, as sort of a temporary solution until I get a full web of animations ready, if there are any specific animations in the samples people are interested in, I could send them the base .hkx animation resource files (so you can load them using an SLAL package into sexlab) if they want.

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  • 5 months later...

Hi all!

 

quick question to all you animation gurus out there...

 

I have just started working on execution related animations with imported .nif furniture/devices/objects and before I spend any more time on them, I wanted to know if there was anything special I needed to do when exporting with Havok Content Tools? Do I need to create a separate animation for the objects like I do for the male and female rigs? Or do I just need to add those items into the appropriate SLAL meshes folder?

 

Hanging themed animation (with auction platform and hangman's pole + noose from Zaz):

https://gfycat.com/WeightyFailingAtlanticridleyturtle

 

Impale themed animation (with spike from FunnyBiz SLAL pack):

https://gfycat.com/UnsteadyAppropriateAnteater

 

Thanks!

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Hi all!

 

quick question to all you animation gurus out there...

 

I have just started working on execution related animations with imported .nif furniture/devices/objects and before I spend any more time on them, I wanted to know if there was anything special I needed to do when exporting with Havok Content Tools? Do I need to create a separate animation for the objects like I do for the male and female rigs? Or do I just need to add those items into the appropriate SLAL meshes folder?

 

Hanging themed animation (with auction platform and hangman's pole + noose from Zaz):

https://gfycat.com/WeightyFailingAtlanticridleyturtle

 

Impale themed animation (with spike from FunnyBiz SLAL pack):

https://gfycat.com/UnsteadyAppropriateAnteater

 

Thanks!

There's nothing special that you need to do in HCT to export animobject animations. These are the type that spawns an object when an animation is played.

 

The workflow for animobjects is:

1. Import mesh into the scene.

2. Link mesh to a skeleton bone(ie AnimObjectA, Root etc). Seeing as your objects are static, they would be linked to Root or another stationary bone.

3. Export as normal.

4. Use Nifskope to set the flags in the mesh that will associate it with the animation file.

5. Something might need to be done with FNIS? I've forgotten the details. Rydin has an animobject tutorial around here somewhere.

 

Furniture animations are world objects that you can interact with. You need to use CK to set up custom idle furniture markers for these. Animations export as normal. If the furniture is already set up, you can just replace the animation I think.

 

 

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There's nothing special that you need to do in HCT to export animobject animations. These are the type that spawns an object when an animation is played.

 

The workflow for animobjects is:

1. Import mesh into the scene.

2. Link mesh to a skeleton bone(ie AnimObjectA, Root etc). Seeing as your objects are static, they would be linked to Root or another stationary bone.

3. Export as normal.

4. Use Nifskope to set the flags in the mesh that will associate it with the animation file.

5. Something might need to be done with FNIS? I've forgotten the details. Rydin has an animobject tutorial around here somewhere.

 

Furniture animations are world objects that you can interact with. You need to use CK to set up custom idle furniture markers for these. Animations export as normal. If the furniture is already set up, you can just replace the animation I think.

 

 

Thanks for the info pornphile! I didn't realize I needed to link the objects to the root/stationarybone after importing. I'll try to find Rydin's tutorial too.

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  • 1 month later...

A quick question to animators who know how to animate with AnimObjects:

 

After reading Rydin's guide and Bergzore's youtube tutorial, I am still trying to figure out how to tag AnimObjects to an animation.

 

For example, I am using zddspike.nif from the funnybiz AnimObject pack, and have linked it to the NPC Root bone.

 

I go into nifskope and open the zddspike.nif AnimObject. I then  BSFadeNode-> Node -> Attach Extra Data -> NiStringExtraData and rename the index to the NPC Root I linked it to in the animation?

 

Am I missing anything? Then do I need to set up some sort of .esp for this?

 

 

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A quick question to animators who know how to animate with AnimObjects:

 

After reading Rydin's guide and Bergzore's youtube tutorial, I am still trying to figure out how to tag AnimObjects to an animation.

 

For example, I am using zddspike.nif from the funnybiz AnimObject pack, and have linked it to the NPC Root bone.

 

I go into nifskope and open the zddspike.nif AnimObject. I then  BSFadeNode-> Node -> Attach Extra Data -> NiStringExtraData and rename the index to the NPC Root I linked it to in the animation?

 

Am I missing anything? Then do I need to set up some sort of .esp for this?

 

Yup you need to create an esp for it, otherwise it's just a loose nif that doesn't do anything.

 

Just go into creation kit>duplicate any existing AnimObject>rename object to something unique>edit the new AnimObject and direct the path to the nif you want to add.

Afterwards just save your changes to a new .esp and you're done. (don't forget to activate your esp since it's automatically set to disabled after creating)

 

Not really any creation kit knowledge for needed, but still neccesary to get your stuff working in game.

 

The other steps you've done with the attach extra data are correctly done reading from your post.

 

Good luck.

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Yup you need to create an esp for it, otherwise it's just a loose nif that doesn't do anything.

 

Just go into creation kit>duplicate any existing AnimObject>rename object to something unique>edit the new AnimObject and direct the path to the nif you want to add.

Afterwards just save your changes to a new .esp and you're done. (don't forget to activate your esp since it's automatically set to disabled after creating)

 

Not really any creation kit knowledge for needed, but still neccesary to get your stuff working in game.

 

The other steps you've done with the attach extra data are correctly done reading from your post.

 

Good luck.

 

 

Thanks a lot for the clarification! This is turning out to be a lot more steps than I had expected.

 

post-481601-0-51698600-1501292025_thumb.gif

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Finally managed to get the stupid AnimObject into the game. Nibbles advice was spot on and was able to create the .esp in CK. Cleaned out a lot of unnecessary nodes and reattached meshes while I was in nifskope setting up flags.

 

As for the animation itself, I have some minor tweaks (ie. hands need to be adjusted slightly and linked to the breast bones).

 

Also didn't realize I didnt need to edit the FNIS list or the json file when maknig an SLAL pack. Python source file does it all?!

 

Question: Is the "open_mouth=true" effect supposed to cause the actor to slightly close their mouths every couple seconds? The mouth doesn't stay open for my actor completely, it's like they try to half-swallow every couple seconds.

 

post-481601-0-31717600-1501364720_thumb.jpg

 

On the bright side, I have my SLAL pack set up so now all that's needed is tweaks to the animation itself...

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Finally managed to get the stupid AnimObject into the game. Nibbles advice was spot on and was able to create the .esp in CK. Cleaned out a lot of unnecessary nodes and reattached meshes while I was in nifskope setting up flags.

 

As for the animation itself, I have some minor tweaks (ie. hands need to be adjusted slightly and linked to the breast bones).

 

Also didn't realize I didnt need to edit the FNIS list or the json file when maknig an SLAL pack. Python source file does it all?!

 

Question: Is the "open_mouth=true" effect supposed to cause the actor to slightly close their mouths every couple seconds? The mouth doesn't stay open for my actor completely, it's like they try to half-swallow every couple seconds.

 

attachicon.gifTESV.exe_DX9_20170729_212259.jpg

 

On the bright side, I have my SLAL pack set up so now all that's needed is tweaks to the animation itself...

 

The mouth opening/closing every couple of seconds is Sexlab's way to simulate moaning.

I believe you can disable this function in Sexlab's MCM but it will be entirely disabled then. (It's one of those expression settings that you can turn on or off)

 

And yes, Python does it all. You do need to manually edit the Anims_list.txt if you want to switch from object at another stage though.

 

Nice to see you got it working  :lol:

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So I am following Anubis' guide on "baking" an animation with link constraints, but I am getting these "has invalid skew/scale" errors in my log when I export the animation with Havok.

 

post-481601-0-30111100-1501550916_thumb.jpg

 

Edit: Nevermind, figured it out. That's what I get for skipping sections of a guide.

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