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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1740-snapdragons-workshop/</link><description><![CDATA[<p>
	Updates on development of any mods I'm working on + other random stuff.
</p>
]]></description><language>en</language><item><title>Coming Soon: Full Face Animation System for Fallout 4</title><link>https://www.loverslab.com/blogs/entry/18396-coming-soon-full-face-animation-system-for-fallout-4/</link><description><![CDATA[<p>
	For a while now, adult animations have been able to use MFG morphs, basically custom face expressions that can be applied to AAF positions. Although, this was limited to only a single freeze-frame expression with no movement, which isn't very realistic. So, I've made a face animation system, allowing anything from a subtle face twitch to full cutscene-like animations. 
</p>

<p>
	 
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://static.loverslab.com/uploads/monthly_2023_03/1209669925_2023-02-2804-03-59.mp4.39e16339b948e5f5c017c39bd808d9bd.mp4"><a class="ipsAttachLink" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1649999&amp;key=2f630f0e360fc0262d452a70c5a96da3" data-fileid="1649999" data-fileext="mp4" rel="">2023-02-28 04-03-59.mp4</a>
	</source></video>
	 


<p>
	 
</p>

<p>
	Each of the 54 face morphs have their own keyframe timeline, plus a 55th timeline for the eye position. Keyframes can specify any generic easing function from <a href="https://easings.net/" rel="external nofollow">https://easings.net/</a>, and I'm also looking into adding bezier curve easing for full control over keyframe interpolation.
</p>

<p>
	 
</p>

<p>
	This system is part of a larger framework I'm currently working on, which includes a scene system similar to AAF's made completely from scratch, but with many improvements made possible by leveraging the power of F4SE.
</p>
]]></description><guid isPermaLink="false">18396</guid><pubDate>Thu, 02 Mar 2023 21:01:01 +0000</pubDate></item><item><title>Coming Soon: Animated Tentacles for Fallout 4</title><link>https://www.loverslab.com/blogs/entry/17798-coming-soon-animated-tentacles-for-fallout-4/</link><description><![CDATA[<p style="text-align:center;">
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1572413" data-ratio="100.00" width="688" alt="AnimTentacle_Logo.png.186d21a7cc49c331145c78e1ed346838.png" src="https://www.loverslab.com/uploads/monthly_2022_11/AnimTentacle_Logo.png.186d21a7cc49c331145c78e1ed346838.png" />
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	After much procrastination, I have finished my implementation of a tentacle race into FO4. Fully extended, it is roughly the same height as a human.
</p>

<p style="text-align:center;">
	I have finished one F/Tentacle animation so far, with vaginal/anal variations, and below is a video preview of the next one I'm working on. As you might be able
</p>

<p style="text-align:center;">
	to tell, the tentacle doesn't conform perfectly to my animation controls, so it's somewhat difficult to work with. But I think the results are decent.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://static.loverslab.com/uploads/monthly_2022_11/3dsmax_ZIh12Wy2mS.mp4.d9c7a59779f64284b38d96ea4c075350.mp4"><a class="ipsAttachLink" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1572415&amp;key=90a26308dfe3d6bb7dbce275e29a9812" data-fileid="1572415" data-fileext="mp4" rel="">3dsmax_ZIh12Wy2mS.mp4</a>
	</source></video>
	 


<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	I have also setup a simple trigger system, where any human that walks too close to a tentacle will automatically be pulled into an AAF animation with it.
</p>

<p style="text-align:center;">
	There's also a grab sound effect if the player is caught.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.loverslab.com/uploads/monthly_2022_11/Untitled.jpg.c5a4ba22f83f25bbec87a92891433f43.jpg" data-fileid="1572414" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="1572414" data-ratio="56.25" width="1200" alt="Untitled.thumb.jpg.094aa4cb04cef0cabb8d779412e41127.jpg" src="https://www.loverslab.com/uploads/monthly_2022_11/Untitled.thumb.jpg.094aa4cb04cef0cabb8d779412e41127.jpg" /></a>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u>What still needs to be done?</u>
</p>

<p style="text-align:center;">
	- More animations, including some with multiple tentacles, and some for male characters.
</p>

<p style="text-align:center;">
	- Tentacle variations with different textures/materials.
</p>

<p style="text-align:center;">
	- Levelled-list integration so that the tentacles spawn naturally in the world.
</p>

<p style="text-align:center;">
	- Maybe some sort of consequence for getting caught by a tentacle?
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<u>When will it be done?</u>
</p>

<p style="text-align:center;">
	I'm not sure. I procrastinate a lot, but I got past the biggest hurdle, so I'll probably be working on it semi-daily now. Hopefully soon(TM).
</p>
]]></description><guid isPermaLink="false">17798</guid><pubDate>Mon, 21 Nov 2022 06:11:17 +0000</pubDate></item><item><title>The Will of Atom - Dev Log #1</title><link>https://www.loverslab.com/blogs/entry/15179-the-will-of-atom-dev-log-1/</link><description><![CDATA[<p>
	The current plan for the next TWOA update:
</p>

<p>
	 
</p>

<p>
	- 2 new mini-quests that push forward the main TWOA questline: "Enlightenment" and "An Offering"
</p>

<p>
	- New approach variations that showcase Anastasia's powers.
</p>

<p>
	- New greeting/farewell lines for Anastasia, so that she doesn't always give an exasperated 'Hello'.
</p>

<p>
	- Improvements to approach behavior so that they have less of a chance to bug out.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><u>Status</u></span>
</p>

<p>
	 
</p>

<p>
	<strong>Approach Variations</strong>
</p>

<p>
	 
</p>

<p>
	The first approach variation, named "Pleasure Transamplification", has been finished. Anastasia places her hand on the player character's head and touches herself, transferring her pleasure to the player character and amplifying it ten-fold. This will be unlocked after the "Enlightenment" mini-quest.
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://static.loverslab.com/uploads/monthly_2021_11/twoa1.mp4.517eb5001cbd846d57429a89de3ab6ec.mp4"><a class="ipsAttachLink" data-fileext="mp4" data-fileid="1313079" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1313079&amp;key=7b8cdbc08a71d66f68c5c27ac3d92473" rel="">twoa1.mp4</a>
	</source></video>


<p>
	 
</p>

<p>
	I am currently short on ideas for other animated approaches that wouldn't require custom AnimObjects. So if you have any approach ideas, please do post them!
</p>

<p>
	 
</p>

<p>
	<strong>Mini-Quests &amp; Voice Lines</strong>
</p>

<p>
	 
</p>

<p>
	"Enlightenment" has been fully implemented, but I am currently waiting to hear back from the VA before beginning work on "An Offering" (and focusing more on animations in the meantime). They've confirmed that they will be re-opening commissions soon, so hopefully that will be in the next week or two.
</p>
]]></description><guid isPermaLink="false">15179</guid><pubDate>Mon, 29 Nov 2021 00:08:00 +0000</pubDate></item><item><title>Getting Started with Animation</title><link>https://www.loverslab.com/blogs/entry/15143-getting-started-with-animation/</link><description><![CDATA[<p>
	While working on the next part of <a href="https://www.loverslab.com/files/file/19955-the-will-of-atom/" rel="">The Will of Atom</a>, I decided to get into animation so that I could make some custom scenes. There's definitely a very tall barrier to entry when it comes to Fallout 4 animations, but once you get acquainted with the tools, it's not too difficult. Before getting into anything, I'd like to thank <span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/35257-shadeanimator/?do=hovercard" data-mentionid="35257" href="https://www.loverslab.com/profile/35257-shadeanimator/" rel="">@ShadeAnimator</a> for his <a href="https://www.nexusmods.com/fallout4/mods/16694/" rel="external nofollow">Fallout 4 Animation Kit</a>, which is what made this possible.</span>
</p>

<p>
	 
</p>

<p>
	I started off with something simple: a masturbation animation. In the process of making this, I learned some useful tidbits about 3ds Max, such as the existence of the link tool and IK Targets - together, they make it much easier to make the hands stay where you want them to.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1309495" data-ratio="67.00" width="500" alt="masturbation1.gif.3b31cc80658bf5e45e5dd2ddf726bef2.gif" src="https://www.loverslab.com/uploads/monthly_2021_11/masturbation1.gif.3b31cc80658bf5e45e5dd2ddf726bef2.gif" />
</p>

<p>
	 
</p>

<p>
	After importing this animation into the game, I learned that the default F4AK body doesn't align quite right with CBBE (or at least my preset), as the fingers were floating in the air instead of actually touching the character's genitals. So I imported my preset into 3ds Max and used it as a reference to make a new animation: masturbation version 2.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1309494" data-ratio="67.00" width="500" alt="masturbation2.gif.7ec393ff3fc0863fa394572579b99e6d.gif" src="https://www.loverslab.com/uploads/monthly_2021_11/masturbation2.gif.7ec393ff3fc0863fa394572579b99e6d.gif" />
</p>

<p>
	 
</p>

<p>
	In version 2, I also used 3ds Max's curve editor to try and make the movements feel more natural. I'll leave it up to you to decide if I succeeded in that endeavor. I am currently working on an FF animation next, and I look forward to seeing what else I can learn as I polish that animation up.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1309493" data-ratio="67.00" width="500" alt="ff1.gif.a46f71d38b88b3b2dd571dce20020373.gif" src="https://www.loverslab.com/uploads/monthly_2021_11/ff1.gif.a46f71d38b88b3b2dd571dce20020373.gif" />
</p>

<p>
	 
</p>

<p>
	I'll most likely release these in a pack once I have ~5-10 decent animations done. I'm mainly going to focus on the stuff that seems to be lacking in Fallout 4 - FF/Creature animations. Creatures are harder to work with than humans, since only a few of them have publicly available rigs, so I'm currently looking into creating my own rigs for them.
</p>
]]></description><guid isPermaLink="false">15143</guid><pubDate>Thu, 25 Nov 2021 00:09:18 +0000</pubDate></item></channel></rss>
