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Znaroks Animations with SLAL pack(SSE version included)


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Juts remmber about baking before you export or the hands will not follow in game.

 

What is baking animations and how do I do it?

 

It's like copy/adapt/paste keyframes from things to another.

 

Search bake animation, it's like everething in Max, you have multiple way to do things.

And the best way is the one that suits you.

 

 

Well, from what I have gathered from google, baking is

1. I go to File -> Export -> Export(first option)

2. Go to Animation -> Bake Animation -> Check "Bake Animation" and make sure the frame interval matches that of animations

3. Press OK

4. Import the file I just exported

 

Now I have The animation, except every single frame for every single controller is keyframed.

Since this makes further animating almost impossible, because every single frame is key-framed and it's hard to understand anything, like this:

 

95MHuNm.png?1

 

then this should be done only when I'm finished with the animation and ready to export(and god forbid, not saving over the file when the bake is imported).

I assume this would work.

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maybe 3dmax is different in this regard then blender but blender will create a new skeleton armature with constrains baked into it so your animation rig is untouched does 3dmax not do the same or will it just bake ontop of the animation rig ?? if so this is really bad for any animator.

 

Also baking should be the absolute last thing you have to do. to finalize your animation before exporting. if you still want to fix stuff you should postpone the baking process till the last minute of animating.

 

 

Good job btw on your new animations.

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Baking process will put the movement data directly into bones of characters present, from the point that baked info is imported all the controllers wills stop working. You are correct about using it when ur done with animation, no improvments or changes can be added after. Keep the orginal unbaked file incase you find soemthing to change at later date.

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Then animating is really different with 3dmax then it is with blender. right now in blender i have 2 skeleton separated with rig on one skeleton and the second original skeleton copy rotated from the rig so everytime i want to bake something i dont use the rig skeleton but the original skeleton that way i dont lose the rig after the baking process is done.

 

but it seem 3dmax is using just 1 skeleton to do everything right ??

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And you might want to use -AVbHumanoidFootIKDisable parameter through FNIS, it act same as Foot IK, trust me, it help. I've used it with all my animations and your animations too, the downside is, you'll need to rotate the animation (sexlab "U" key for rotate) ingame one or two times to enable the effect. For documentation how to use it, check darkconsole blog, big thanks to him.

 

Can you ELI5 this for me?

I checked the documentation, but I still don't understand where to put the -AVbHumanoidFootIKDisable command. Where is this "FNIS declaration of the animation" ? 

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You need to attach it via your FNIS list, then generate it for modders and users again.

sequence animations.
' znaroks_ForcedBJ
s -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S1 ForcedBJ_a1_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S2 ForcedBJ_a1_s2.hkx

If you planning to use animated object.
' Youranimation
s -o,AVbHumanoidFootIKDisable Youranimation_A1_S1 Youranimation_a1_s1.hkx Yourobject
+ -o,AVbHumanoidFootIKDisable Youranimation_A1_S2 Youranimation_a1_s2.hkx Yourobject
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Nice start, here are some suggestions if you're interested:

 

- I think forcing such short timers on the last stage is a little annoying for people like me who only use manual stage control, also it doesn't really give time to enjoy the last stage. I think a better solution would be to extend the duration of the last stage and extend the timer to match, for example in the forced BJ anim after the male cums inside the female, just have him hold it there in her mouth for say 10 seconds or so and extend the timer from 2 seconds to 10 seconds to match. That gives plenty of time for the player to go back to a previous stage, or pause the anim with SL Animation Speed mod, or change to another anim, or whatever. Same with the boobjob scene, maybe keep a few seconds of animation time after the male stands up, this will also give you some time to look at the female afterwards (using first person view mods).

 

- For the forced BJ anim, the sound tags in the json file are not optimally set up. Right now you have the overall sound set to sucking and silent=TRUE forced for every stage. What this is doing is turning off the voice sounds for both the male and female for all stages but keeping the sucking sound for all stages (when they should not be playing at all for stages 1 and 2). The better thing to do is remove all the silent=True tags from the individual stage parameters and instead place in the actor1=Female section, that will keep the female's voice silenced for the whole scene without silencing the male's voice. Then add the "sound=NoSound" tag for stages 1 and 2 which will disable the sucking sound for those two stages only. These changes will mean the female is silenced for the whole scene, the male is not silenced, and the sucking sound only plays during the penetration stages. Also, you can additionally keep the silent=True tags for stage 1 and 2 if you want, which will keep the male silent for those two stages as well (since nothing is really happening yet).

 

- In the forced BJ anim, the male's hand is aligned to the penis in stage 1 but not in stage 2, I think you need an SOS tag there.

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You need to attach it via your FNIS list, then generate it for modders and users again.

sequence animations.
' znaroks_ForcedBJ
s -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S1 ForcedBJ_a1_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S2 ForcedBJ_a1_s2.hkx

If you planning to use animated object.
' Youranimation
s -o,AVbHumanoidFootIKDisable Youranimation_A1_S1 Youranimation_a1_s1.hkx Yourobject
+ -o,AVbHumanoidFootIKDisable Youranimation_A1_S2 Youranimation_a1_s2.hkx Yourobject

 

That's the same list I have in my SLAL pack, the "FNIS_znarokspack_List" in 

SLALZnaroksPack > meshes > actors > character > animations > znarokspack

correct?

Should be looking like this

Version V1.0


' znaroks_ForcedBJ
s -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S1 ForcedBJ_a1_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S2 ForcedBJ_a1_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S3 ForcedBJ_a1_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S4 ForcedBJ_a1_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S5 ForcedBJ_a1_s5.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A1_S6 ForcedBJ_a1_s6.hkx
s -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S1 ForcedBJ_a2_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S2 ForcedBJ_a2_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S3 ForcedBJ_a2_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S4 ForcedBJ_a2_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S5 ForcedBJ_a2_s5.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBJ_A2_S6 ForcedBJ_a2_s6.hkx


' znaroks_ForcedBoobJob
s -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S1 ForcedBoobJob_a1_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S2 ForcedBoobJob_a1_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S3 ForcedBoobJob_a1_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S4 ForcedBoobJob_a1_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S5 ForcedBoobJob_a1_s5.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A1_S6 ForcedBoobJob_a1_s6.hkx
s -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S1 ForcedBoobJob_a2_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S2 ForcedBoobJob_a2_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S3 ForcedBoobJob_a2_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S4 ForcedBoobJob_a2_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S5 ForcedBoobJob_a2_s5.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJob_A2_S6 ForcedBoobJob_a2_s6.hkx


' znaroks_ForcedBoobJobMMF
s -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A1_S1 ForcedBoobJobMMF_a1_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A1_S2 ForcedBoobJobMMF_a1_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A1_S3 ForcedBoobJobMMF_a1_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A1_S4 ForcedBoobJobMMF_a1_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A1_S5 ForcedBoobJobMMF_a1_s5.hkx
s -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A2_S1 ForcedBoobJobMMF_a2_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A2_S2 ForcedBoobJobMMF_a2_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A2_S3 ForcedBoobJobMMF_a2_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A2_S4 ForcedBoobJobMMF_a2_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A2_S5 ForcedBoobJobMMF_a2_s5.hkx
s -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A3_S1 ForcedBoobJobMMF_a3_s1.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A3_S2 ForcedBoobJobMMF_a3_s2.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A3_S3 ForcedBoobJobMMF_a3_s3.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A3_S4 ForcedBoobJobMMF_a3_s4.hkx
+ -AVbHumanoidFootIKDisable znaroks_ForcedBoobJobMMF_A3_S5 ForcedBoobJobMMF_a3_s5.hkx

Despite adding this, running the FNIS for both, I still get some spasms/glitching in my animation in game( my new one, to be exact), the animation itself is fine and smooth in the 3ds max.
 
This is how the spasms/glitching look in game:
 
Password - skyrim
 
I attached the animation file itself, if anyone wants to take a look, maybe the fault is in the animation.
The things that gltich in-game are females left leg(the one that kicks), females left hand (thats grabbed by the male located from behind) and males right hand(the one grabbing dat ass)
 
Also another question for those who use 3ds max, is there a way to ''center'' the animations? I just noticed, that both boobjobs are created pretty far from the ''original position'' of the rigs in the 3ds max file, so this translates into ''off-center'' position in game as well.
Is there a command in 3ds max, where I could select everything and press something similar to ''transform to zero'', but instead of doing that It would center all my rigs as close to center as possible, without messing up the animation itself? (change the overall positioning of the scene to more in center)
 

Nice start, here are some suggestions if you're interested:

 

- I think forcing such short timers on the last stage is a little annoying for people like me who only use manual stage control, also it doesn't really give time to enjoy the last stage. I think a better solution would be to extend the duration of the last stage and extend the timer to match, for example in the forced BJ anim after the male cums inside the female, just have him hold it there in her mouth for say 10 seconds or so and extend the timer from 2 seconds to 10 seconds to match. That gives plenty of time for the player to go back to a previous stage, or pause the anim with SL Animation Speed mod, or change to another anim, or whatever. Same with the boobjob scene, maybe keep a few seconds of animation time after the male stands up, this will also give you some time to look at the female afterwards (using first person view mods).

 

- For the forced BJ anim, the sound tags in the json file are not optimally set up. Right now you have the overall sound set to sucking and silent=TRUE forced for every stage. What this is doing is turning off the voice sounds for both the male and female for all stages but keeping the sucking sound for all stages (when they should not be playing at all for stages 1 and 2). The better thing to do is remove all the silent=True tags from the individual stage parameters and instead place in the actor1=Female section, that will keep the female's voice silenced for the whole scene without silencing the male's voice. Then add the "sound=NoSound" tag for stages 1 and 2 which will disable the sucking sound for those two stages only. These changes will mean the female is silenced for the whole scene, the male is not silenced, and the sucking sound only plays during the penetration stages. Also, you can additionally keep the silent=True tags for stage 1 and 2 if you want, which will keep the male silent for those two stages as well (since nothing is really happening yet).

 

- In the forced BJ anim, the male's hand is aligned to the penis in stage 1 but not in stage 2, I think you need an SOS tag there.

 

How about this?

 

 

Animation(
id="ForcedBJ",
name="ForcedBJ",
tags="Oral,MF,Forced,Aggressive",
sound=Sucking,
actor1=Female(add_cum=Oral, silent=True),
actor2=Male(strap_on=True),
a1_stage_params= [
    Stage(3, open_mouth=True),
    Stage(4, open_mouth=True),
    Stage(5, open_mouth=True),
    Stage(6, open_mouth=True),
    ],
a2_stage_params= [
    Stage(5, sos=7),
    Stage(6, sos=7),
    ],
stage_params = [
    Stage(1, sound=NoSound),
    Stage(2, sound=NoSound),
    Stage(6, timer=2.0),
    ]
)

 

 

I'll see what I can do for the other suggestions, thank you.

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Despite adding this, running the FNIS for both, I still get some spasms/glitching in my animation in game( my new one, to be exact), the animation itself is fine and smooth in the 3ds max.

 

Believe it wasn't caused by Foot IK, because i had this same issue in the past where i still using Foot IK mod. It's within your animations, either it caused by bad skeleton or ik constraint that acted weird before baking the animation. Can't really offer any solution but i remember by re-editing the keyframe(s) around frames where the jerking occured can sometimes rid the jerking away, if it's not, then my only way is to import fresh skeleton, copy paste the earlier animation to it or completely re-do the animation.

 

If you don't mind, upload the forceboobjob 4th stage male\5th stage female file in .KF format, just to check if this really was the same issue that i had before (messed up IPO Curves) or not, therefore i could pinpoint to you what is causes that jerking/twitching motion.

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Despite adding this, running the FNIS for both, I still get some spasms/glitching in my animation in game( my new one, to be exact), the animation itself is fine and smooth in the 3ds max.

 

Believe it wasn't caused by Foot IK, because i had this same issue in the past where i still using Foot IK mod. It's within your animations, either it caused by bad skeleton or ik constraint that acted weird before baking the animation. Can't really offer any solution but i remember by re-editing the keyframe(s) around frames where the jerking occured can sometimes rid the jerking away, if it's not, then my only way is to import fresh skeleton, copy paste the earlier animation to it or completely re-do the animation.

 

If you don't mind, upload the forceboobjob 4th stage male\5th stage female file in .KF format, just to check if this really was the same issue that i had before (messed up IPO Curves) or not, therefore i could pinpoint to you what is causes that jerking/twitching motion.

 

 

I can't get my hkxcmd to work on my computer at all, so the best I can do is give you the XML's and HKX's

 

Here you go

here.rar

 

On a sidenote, I just remembered important detail:

I used an existing MF leito animation as a template and starting point for ForcedBoobjob and existing MMF leito animation for the ForcedBoobJobMMF animation im working on currently.

I simply cleared all the keyframes from everything and transformed the entire scene, rigs included, to 0 before I started. The reason was - His male meshes has SOS penis unlike the default pornphile rig files, floor mesh and it seemed very convenient to do it anyway.

Maybe why I and no one else didn't have any problems with forced blowjob animation was because I used the default rigs(3ds files) to build the animations from ground up. The only problem with those default rigs for me was the default penis was from better males, but I asked Nibbles to show how to swap it with SOS one in his freshly made guide

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Well you could do some basic animation with Leito's template, just make it simple motion and see if the problem is still occuring or not.

Unfortunately i also unable to get your file into Blender because hkxcmd will fail to export your animation into .kf with exceeding bones message..

 

Cant offer much, but i managed to find my old file which had this issue that i mentioned about. SS below, notice the 2 curves that i pointed with red arrow inside the red square.

post-34262-0-59667000-1492359104_thumb.jpg

The jerking (female body just goes up-down in seconds) is caused by those 2 curves where they should be flow smoothly same as other curves. Took me days to figure that out, cause i never play around with IPO curves for animations before and trying to fix that curves manually is pretty messy work. With Max, there should be a small button called "Open Mini Curve Editor" at the bottom left window just before timeline tab for viewing your animations curves, just make sure you bake the animation first.

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Well you could do some basic animation with Leito's template, just make it simple motion and see if the problem is still occuring or not.

Unfortunately i also unable to get your file into Blender because hkxcmd will fail to export your animation into .kf with exceeding bones message..

 

Cant offer much, but i managed to find my old file which had this issue that i mentioned about. SS below, notice the 2 curves that i pointed with red arrow inside the red square.

attachicon.gifIPOCurves.jpg

The jerking (female body just goes up-down in seconds) is caused by those 2 curves where they should be flow smoothly same as other curves. Took me days to figure that out, cause i never play around with IPO curves for animations before and trying to fix that curves manually is pretty messy work. With Max, there should be a small button called "Open Mini Curve Editor" at the bottom left window just before timeline tab for viewing your animations curves, just make sure you bake the animation first.

 

have you tried option smooth Ipo curvs ?? this is blender 2.49b right ?? it should smooth out after that option is used.

 

click on pose window and there is an option named Smooth Ipo curves.

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I guess ill just stick to re-editing keyframes, in hopes it makes twitching go away the whole picture is filled with curves, but none of them are any extreme, instant up-hills or down-hills.

 

 

PbXwQhz.png

 

 

 

Edit: I changed some of the problematic controller frames literally by pixels, tested in game, no more twitching, my brain is full of fuck, hope this works for all scenes and actors.

 

Edit2: Yeah, some of the spasms were fixed by uncranking the elbow swivells from 10's to a lower number, I guess animations don't like to get cranked up to maximum

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have you tried option smooth Ipo curvs ?? this is blender 2.49b right ?? it should smooth out after that option is used.

 

click on pose window and there is an option named Smooth Ipo curves.

 Yes i did, and all options that i can used in curve option, but it didn't really help because i don't know those curves supposed to flow if they are not messed up. Instead re-doing the curves thought i just re-editing keyframes that somehow fixed it but can also made it worse. Never had this problem anymore, so either it's bad skeleton that i used (most likely) or something that i did when animated them.

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During export do you have any info saying for example "elbow bone has invalid  skew/scale" ?

 

Not that I remember, I fixed the animations now tho, by just redoing some keyframes, it's fine. I think it was the fact that leito's anim that I used as template used vannila skeleton for exporting, but I used XPMS RIG 1.6c Full Bone one for exporting. I'll use the default setup from now one, since it doesn't seem to provide problems.

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During export do you have any info saying for example "elbow bone has invalid  skew/scale" ?

 

Not that I remember, I fixed the animations now tho, by just redoing some keyframes, it's fine. I think it was the fact that leito's anim that I used as template used vannila skeleton for exporting, but I used XPMS RIG 1.6c Full Bone one for exporting. I'll use the default setup from now one, since it doesn't seem to provide problems.

 

 

Ok , i remmber having similar problems with limbs twitching when i got those error msgs. Other then that it never happends to me before.

 

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Update - More non-penetrative forced sex(for the most part). I suggest the thighfuck with some nice stockings or pantyhose. It has sleeping tag, so you can only trigger the animation naturally on sleeping or knocked out girls.

 

I noticed almost all my previews from previous animations have image broken links, anyone knows whats that all about and how to fix it so it doesn't do that anymore? I know this is a common thing on loverslab but there has to be a way to keep them alive.

 

If you guys like any of the animations, feel free to post a gif/screenshot/video here , I'd love to see how they look like on different setups, locations or enbs with different characters.

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I think you put wrong tags in new animations, tag matters, otherwise other mods can't pick up your mod.

 

Yeah, I noticed the new boobjob animation doesn't have boobjob tag, I corrected it

I tested them only in sexlab defeat, so I can't say anything about other mods.

These are the tags of the new animations

 

ForcedBoobJobMMF - "Boobs,Boobjob,Oral,MF,Forced,Aggressive",

KnockoutPervertThighFuck - "Sleeping,Rape,Forced,Aggressive,MF",

 

If you feel like I missed something, let me know.

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I think you put wrong tags in new animations, tag matters, otherwise other mods can't pick up your mod.

 

Yeah, I noticed the new boobjob animation doesn't have boobjob tag, I corrected it

I tested them only in sexlab defeat, so I can't say anything about other mods.

These are the tags of the new animations

 

ForcedBoobJobMMF - "Boobs,Boobjob,Oral,MF,Forced,Aggressive",

KnockoutPervertThighFuck - "Sleeping,Rape,Forced,Aggressive,MF",

 

If you feel like I missed something, let me know.

 

 

sorry I forgot mention this, but the ForcedBoobJobMMF should have MMF as tags,otherwise mods like Defeat won't pick it up, KnockoutPervertThighFuck should have footjob as tag, if you want it been use as that.

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