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Sir, your animations have made a quality Progress, your newer animations are more complex and powerful than your older ones.  So could you make some new blowjobs ? i also like your zaz furniture animations very much, more are always welcome. (blowjob hanging down eg)

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23 hours ago, inglorious_basterd said:

To the contrary. The only conflict is your file SLAnimGenerate.pyw overwriting an SLAL Anim Loader file of the same name.

 

EDIT: please disregard. I has the dumb.

The mistake was entirely on my end - I apologize.

 

EDIT2: you may want to enable SLSF2_Double_Sided on the bottle meshes, to prevent this see-through effect: YtqlTEC.jpg

 

Also it would be a good idea to disable Vertex Colors in both Lighting Shader Properties and NiTriShapeData because they're all white and hence do nothing except bloat the mesh size.

 

It looks a lot better with your solution yeah.

It did bug me, but I'm an animator no mesh sculpter so I just exported the bottles as is.

 

And for news about animating:

I just finished a new animation.

 

The screw:

 

stage1: https://gfycat.com/BowedUnripeAlpinegoat

stage2: https://gfycat.com/SpitefulThoroughDalmatian

stage3: https://gfycat.com/AmusedComposedHarrier

stage4: https://gfycat.com/ArcticJealousGoosefish

stage5: https://gfycat.com/IlliterateTastyEarthworm

stage6: https://gfycat.com/BriskCautiousAfricanclawedfrog

 

I'm pretty glad with how the final stage worked out, now to finish some more and then release another update.

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4 hours ago, SirNibbles said:

 

It looks a lot better with your solution yeah.

It did bug me, but I'm an animator no mesh sculpter so I just exported the bottles as is.

 

And for news about animating:

I just finished a new animation.

 

The screw:

 

stage1: https://gfycat.com/BowedUnripeAlpinegoat

stage2: https://gfycat.com/SpitefulThoroughDalmatian

stage3: https://gfycat.com/AmusedComposedHarrier

stage4: https://gfycat.com/ArcticJealousGoosefish

stage5: https://gfycat.com/IlliterateTastyEarthworm

stage6: https://gfycat.com/BriskCautiousAfricanclawedfrog

 

I'm pretty glad with how the final stage worked out, now to finish some more and then release another update.

 

Nibbles!! That is awesome, I was almost afraid you'd stopped making cool stuff like that. You're my favourite animator. :)

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Animations requiring 2 actors work fine, but I cannot get 1-actor animations (e g "Drinking Masturbation 6") to work on an NPC or Player. 1-actor animations just do not start.

 

(On a similar note, SLTools allows you to set a scene and make an NPC play an animation,  but you also need to include the Player as "Receiver", and the Player gets in the way of the NPC. Starting the scene without a "Receiver" does not start animation.)

 

(TL;DR -- 1-actor animations (e g "Drinking Masturbation 6") do not start on NPC.)

 

Any help please?

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1 hour ago, weselay said:

Animations requiring 2 actors work fine, but I cannot get 1-actor animations (e g "Drinking Masturbation 6") to work on an NPC or Player. 1-actor animations just do not start.

 

(On a similar note, SLTools allows you to set a scene and make an NPC play an animation,  but you also need to include the Player as "Receiver", and the Player gets in the way of the NPC. Starting the scene without a "Receiver" does not start animation.)

 

(TL;DR -- 1-actor animations (e g "Drinking Masturbation 6") do not start on NPC.)

 

Any help please?

This is not something I control.

Different mods call upon different tags to pick an animation, I do not know which mod you use to try to start an animation on a NPC but you could try to use a different mod to call upon solo animations then it might show up.

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13 minutes ago, weselay said:

I tried using the "debugspell" that comes with the SL Framework.

 

Do you have any mod that you use?

I haven't actually played skyrim for some time (just for testing purposes) but I believe puppet master and/or matchmaker should do the trick.

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52 minutes ago, SirNibbles said:

All right, I'm still tweaking the movement a bit and need to retexture it correctly, but....at least it's alive.

I think the texture problem could be solved simply by tweaking the UVs in NifSkope. From what I recall from the last time that mesh was posted, if you rotate and/or invert (scale by -1) the UVs, they should fit the vanilla chest textures just fine after some translations. But it's been a while since I last touched it so I don't really remember it that well.

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19 minutes ago, Blaze69 said:

I think the texture problem could be solved simply by tweaking the UVs in NifSkope. From what I recall from the last time that mesh was posted, if you rotate and/or invert (scale by -1) the UVs, they should fit the vanilla chest textures just fine after some translations. But it's been a while since I last touched it so I don't really remember it that well.

I've already digged into texturing it for a bit, I used to work quite a bit with texturing stuff some time ago but haven't done so for years.

It already looks a lot better now, the main problem was the tip of the tentacle overlapped with some of the tentacle parts (which you can't see in the gif I posted) but I've already fixed it. 

Animating/alligning the tentacle is a huge pain in the ass though, but I've made a lot of progress the past couple of days (I definitely should've made some progress though...I've spend around 10~15 hours this weekend to get it working)

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6 minutes ago, SirNibbles said:

I've already digged into texturing it for a bit, I used to work quite a bit with texturing stuff some time ago but haven't done so for years.

It already looks a lot better now, the main problem was the tip of the tentacle overlapped with some of the tentacle parts (which you can't see in the gif I posted) but I've already fixed it. 

I was actually talking about the chest (mimic) itself, not the tentacle. The chest mesh points to the vanilla "boss chest" textures (and it's supposed to be a mimic pretending to be one of them AFAIK?) but the UVs are wrong, as it's obvious in the gif you posted. Or am I seeing it wrong somehow?

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4 minutes ago, Blaze69 said:

I was actually talking about the chest (mimic) itself, not the tentacle. The chest mesh points to the vanilla "boss chest" textures (and it's supposed to be a mimic pretending to be one of them AFAIK?) but the UVs are wrong, as it's obvious in the gif you posted. Or am I seeing it wrong somehow?

Ah yeah, now that you mention it...

Welp back to the drawing board on how to properly unwrap the UV.

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