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Devious Devices Animator Resource Pack


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Resource for Animators and Compatibility with Devious Devices

 

The primary use for this resource is to provide an easy and quick (less than a minute per animation) way for other animators to adapt about any of their animations to be compatible with Devious Devices like Armbinders and Yokes. This resources supports any animations created with pornphile's controller rigs, but there are also versions for direct import onto the Skyrim skeleton. The Controller Rig version obviously only works with 3ds Max.
The Skeleton versions should work with any software software supporting .fbx (e.g. It should work with Blender, but I don't use it, so feedback needed).
The tutorial focuses mainly on 3ds Max, so for other software some steps might be slightly different or not needed at all.

 

If you have a problem following the steps or something doesn't work, feel free to ask.

 

 

 

Tutorial for Importing Devious Devices Poses onto your animation

 

options with (a) = vanilla skeleton
(b )= pornphile's controller rig

 

1. Open your animation scene
2. Import the desired pose .fbx file
3. Use -these- settings for the import (see Import Settings picture)
4. Might need to unhide/hide certain layers again
5(a). If using vanilla skeleton merge seperated arms layer
with layer including the rest of the bones again
5(b ). Make sure arms are set to FK controls and load the included .cps file for the recommended poses for fingers and apply them (or use your own)
6. Done. You can keep animating as usual or
if you're ready just export the finished animation

 

Information for scenes with multiple actors

 

In case you have multiple controller rigs/skeletons in your scene take note of the following:

 

For pornphile's controller rig the poses will import onto the standard controllers ending with _F
If you want to import the poses onto the male controller rig, you can use the "Rename Objects..." option under "Tools".
To do this correctly you should select all male controllers and then remove the last letter "M".
After that just do the same thing, but add "F" as suffix instead. Similarly you can rename the female controller rig to stop the imported poses to affect her.

 

For an import of poses directly on the skeleton you can use the same renaming method to change which actor will be affected by the pose. It will always affect the skeleton with the standard Skyrim Bone names. If you have two skeletons with the same names it affects the one that was loaded first in the scene.

 

Supplied Poses:

 

-Armbinder
-Elbowbinder
-Regular Yoke
-Breastbondage Yoke
-Front Cuffs (3 variations)
...

 

More poses will be added to the resource as they are added to the Devious Devices mods.

 

 

 

Hopefully this will motivate some of the great Sexlab animators to supply some of their cool animations
with versions that work with Devious Devices. :)

 

 

 

Credits to Pornphile for his controller rigs. Best way to create animations for Skyrim! ;P


 

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Oh yes, this would be extremely useful for those who want to start creating Sexlab animations with devious devices restraints or just creating regular poses/animations. For Sexlab animations, there is definitely lack of animations with BDSM themed out there, especially for consensual scene, so wth ! i've made my own. Hope there will be more from any SL animator.

 

Terrible with 3Ds Max but i got some basic with it. Anyway, will this work for any version ? only got max 2012 though.

 

 

 

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2012 is what I'm using too. But it should work with any version of 3ds.

 

Yeah, the whole point is to make it really easy to create and share SL animations that don't clip with the various devious devices. There are some bound animations for SL out there, but most of them just use poses for the arms that will only work with normal cuffs. Theoretically those animations can be converted with this resource in under a minute to make it compatible with for example armbinders.

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  • 2 weeks later...

How is movement supposed to be handled with these poses in order to maintain the pose itself?

For example, I had a female idle with a basic breathing loop, with the pose imported and FK'd the arms are in position however they bend as the upper torso moves slightly for the breathing. If I link the hands to all the moving torso parts, its a bit better but you still get this ugly elbow snap due to the repositioning of the hands.

 

Am I missing something convenient here or am I going to have to key every frame with keys for movement dependant nodes for the FK position of the hands?

 

Got it working by key framing FK hands at the end of my animating process and on pretty much all keys to ensure they remain where they should. Should be able to push out some nice anim sets now, thank you.

 

Also one other question, can the hands be animated safely, given that they're not included under an armbinder?

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How is movement supposed to be handled with these poses in order to maintain the pose itself?

For example, I had a female idle with a basic breathing loop, with the pose imported and FK'd the arms are in position however they bend as the upper torso moves slightly for the breathing. If I link the hands to all the moving torso parts, its a bit better but you still get this ugly elbow snap due to the repositioning of the hands.

 

Am I missing something convenient here or am I going to have to key every frame with keys for movement dependant nodes for the FK position of the hands?

 

Also one other question, can the hands be animated safely, given that they're not included under an armbinder?

 

The arms, starting from the clavicles, follow the movement of the spine2 bone in FK mode. If you want your animation to be compatible with armbinder etc. you shouldn't touch any of the arm controllers after importing the pose. Otherwise the arms will clip defeating the purpose of doing all of this. :P

 

You can safely pose the fingers and rotating the wrists is safe too, because as you said the hands are invisible in the armbinder.

 

 

Edit: Ah, I see! You can also just delete all key frames on the hands after importing the pose and then just manually place a key at the beginning and end of the animation.

Good job can't wait to see them. :)

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  • 1 year later...

I hereby revive this thread.

 

Once the new DD version with the pet suit gets released (or maybe anytime soon, assuming the pet suit won't change), will we see an update for this to include the pet suit pose + .cps files for finger poses?
Right now I'm fiddling around in max trying to get the pose right, but it'll always be easier to have the exact pose supplied by the creator himself :classic_tongue:

 

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9 hours ago, SpaceHamst3r said:

I hereby revive this thread.

 

Once the new DD version with the pet suit gets released (or maybe anytime soon, assuming the pet suit won't change), will we see an update for this to include the pet suit pose + .cps files for finger poses?
Right now I'm fiddling around in max trying to get the pose right, but it'll always be easier to have the exact pose supplied by the creator himself :classic_tongue:

 

Maybe. Although if I do there won't be a version of it for pornphile's rig. I just used the biped in 3ds max to set these animations up.

Pornphile's rig doesn't have FK controls for the feet, so trying to animate anything that relies on the knees being in a specific position (thigh bone in relation to calf bone) is an absolute clusterfuck.

That also means I don't have a .cps for finger poses for it. Although you don't really need one, you can animate the fingers completely freely for the petsuit, as they're not restricted.

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13 hours ago, Supertin said:

Maybe. Although if I do there won't be a version of it for pornphile's rig. I just used the biped in 3ds max to set these animations up.

Pornphile's rig doesn't have FK controls for the feet, so trying to animate anything that relies on the knees being in a specific position (thigh bone in relation to calf bone) is an absolute clusterfuck.

That also means I don't have a .cps for finger poses for it. Although you don't really need one, you can animate the fingers completely freely for the petsuit, as they're not restricted.

Alright then, didn't know that FK controls would screw up animations for it since I'm using Pornphile's rig.
Thanks for the answer.

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  • 1 month later...

Hm, Yeah an update here for the new pet suit would be cool too.

Would allow tweaks and custom idles/move sets for the pet suit as i've tried a similar movement set in the past and know it's very difficult. So having a starting pose makes for easier content development down the line.

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