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Hello, I hope someone can help me with this and if it's not the appropriate place to ask, I apologize!! but do tell me where I can ask..<3 I'm using vyxated rigs to help me animate easier, and it allows me to alter the height of sims so there's an offset between actors. Then in game if I make sure WW is ignoring height sliders, I see the proper offset like I made in blender in game. But only if they used Lummia height presets to be tall. If I used any other height slider or other body mods the animation doesn't align anymore. Most animations from other creators work for all my sims no matter the body type, so am I doing something wrong? Or is this just a natural limitation of trying to bake in the heights within the animation itself? If anyone could shed some light ... Thank you
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Ragingkitttyx | Putting On Button Shirt Mocap View File Hiya! Here is a dressing up animation! Quite the opposite of undressing! This is motion captured except for the face and some neck movements! I hope you find this to be useful! The WW version is apart of my WW lineup. There are no changes in WW compared to this, but it depends on your style of how you'd like to use this. Submitter scientistaboard Submitted 06/11/2023 Category Animations - Other Requires Pose Player
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- motion capture
- mocap
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Camera Rig View File Bardø's Camera Rig For some time I enjoyed taking screenshots in Sims 4 more than actually playing the game, but something that always bothered me, was that there is no real photo mode like in other games. Sure you can get far with the cinematic cam, but even the cinematic cam is limited (can't rotate the camera and thus not take 'vertical' or tilted screenshots) and sometimes its just buggy (messing up rotations, clipping objects while moving the camera). I was looking for mods, that would add a better camera or an object that would work as camera, but I had no luck. So some day I found out, that you could set camera points while being in first person mode and it would save everything I could ask for. So instead of mods or objects, I figuered out, that sims would be the perfect camera and after messing around for some time I created a rig for blender, that is 95% accurate and now I want to share this rig, to help this community to create even better screenshots, than it already does. So, how does this work? You need: - Blender - Sims 4 Studio - Basic knowledge of creating poses and exporting/importing poses from/into posepacks. - Download the rig and extract it from the zip. - Open up a pose in blender, delete the already existing camera and append the camera_rig + camera into the scene. If the rig looks like on the first thumbnail, then you did it right. - Move the camera_rig so, that it wouldnt be in the shot later. - Now move the camera by moving the 'b_neck' bone of the camera_rig. - If you want, you can rotate the 'b_neck' bone, to rotate the camera - To get a preview of the shot, just press 0 on the numpad and then alt+F10. If you're playing Sims 4 fullscreen, press alt+F11 aswell. Make sure you don't see the rectangle of the camera by zooming in, but stop zooming in as soon you don't see the rectangle anymore. - If you have 'b_neck' still selected, you can move and rotate the camera, while being in preview. Press 0 to leave the camera, press alt+F10 to get back the interface and press alt+F11 to leave fullscreen mode. - As soon you are happy with your shot, LocRot the camera_rig, just like you would with every other rig and save. - Make sure every rig is saved separately and import them into your posepack. I always put a 'CAM' behind the name of the pose with the camera_rig. - Get into the game. Choose a sim in your household who will act as camera (can be the same sim who poses). Make sure this sim is teen or older (use an adult to make sure) and doesnt have a custom height. - Let the camera-sim pose the 'CAM'-pose. Depending on how much the 'b_neck' bone was moved/rotated around, the camera-sim might look completely messed up, thats totally fine. - Now get into the first person mode (shift+tab), don't move around with your mouse or zoom in ( if you did, just press ctrl or re-enter the first person mode). - You should see that the view is kinda like the preview in blender, but the FOV is not right. Don't worry you did nothing wrong. - Now you have to set a camera point by pressing ctrl+5/6/7/8. - Leave the first person mode and move the camera-sim away or make the camera-sim pose, if the sim is supposed to. - If every sim is posing like they're suppose to, get into the cinematic cam by pressing tab and press shift+5/6/7/8. - If you did everything right, you should now (almost) see the same shot, you saw in blender. - Take screenshot. I hope this rig will help you guys to create the screenshots you always envisioned. Alternate download (Google Drive - No adfly or some other virus infested sites) To get an even better result, set the resolution of your scene in Blender to the same resolution of your game. You do this here: I hope, I didn't mess up this tutorial, if so please forgive me, it was 5 a.m when I started this. Submitter Bardø Submitted 03/26/2023 Category Animations - Other Requires
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wickedwhims Sim Animating Rig Fatal Error
BrownDooDoo posted a topic in Technical Support - WickedWhims
https://drive.google.com/file/d/1ld- RPLKjlYtfuazm9x__d-LIp3tsoKLj/view?usp=sharing Is anyone else getting this error? I have had it about a week now. All my mods and game are up to date as of July 26, 2022. After testing my mods, I found that removing the Wicked Whims folder removes the error. I have updated that to the most recent one. I have tried everything. I even deleted all animations. Any help on this would be appreciated. -
help Beginner animator! Need a little help!
LewdLavender posted a topic in Request & Find - The Sims 4
Uh. This is going to be hilarious, but, I'm trying to make my first WW animation. And it imported into the game okay, but something is wrong with the rig. As you can see, the animation location/object loaded in just fine, and the animation works okay, but for some reason, the rig of the character.... looks like that. (The genitalia is animated properly, and moves the way it should, but for some reason THAT happened to my sim? HELP?????) 1. I baked the animation before removing the object, and saved both the object and the actor in their respective separate animations. 2. The XML file is fine as far as I'm aware (since the object imported and is animating okay). 3. What the fuck that is just so funny. If I wasn't pissed that all my efforts to fix it were in vain, I'd be laughing a lot harder. WHAT IS THAT???????? -
Version 1.0.0
1021 downloads
Hiya! Here is a dressing up animation! Quite the opposite of undressing! This is motion captured except for the face and some neck movements! I hope you find this to be useful! The WW version is apart of my WW lineup. There are no changes in WW compared to this, but it depends on your style of how you'd like to use this.-
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- mocap
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Version 0.9.5
16347 downloads
Hi, this is the Fifth of animation packs that I have searched for all over the Internet. I dedicated the entire summer to finding all the existing animation packs from LL and transferred them to the Ostim SA environment, thanks to the "Ostim Tools" and some Python programs I created to tag the animations. Thanks to Nymra for creating these animation packs for both Skyrim LE and SE💎. Here is their Patreon, so you can support them in their amazing projects. I will include here the thanks to everyone who has contributed and continues to contribute to the original mod. Thank you very much to everyone 💎. Special Thanks to - galahad_69 for making Naked Dungeons (without this mod I would ve quit Skyrim by now I think) on which this mod is based on - donttouchmethere for naked testing and feedback - orgs1n for helping out with scripting and basically kickstarting all this by making me look into the scripts for the first time - Hawk for refining and improving my code (sad to see you go) - tenri for helping with my annoying coding questions - Nazzzgul666 for testing and feedback - GunSlicer for his awesome pose mod (you see 3 of his idles as human surrender poses) - the various creators of SLAL packs, all this would not be possible without you (Billyy, Anubs, Proxy, Milky, NCK30, Leito, etc. etc.) - zaz for creating zap framework which is one of the key resources for me in skyrim because of the awesome and plenty furniture, struggle and bound animations - BakaFactory for his Animations and for allowing me to use them - Proxy for ther animations and for allowing me to use them Thanks to DarkMaster13 for creating the ESL for Skyrim SE 🤗. By Nymras, this pack compiles the works of"Naked Defeat SE 4.94", including a wide range of human animations, equipment, and other items. It's a substantial package, and I've dedicated time to ensure the content is respected. MANY THANKS FOR THE GREAT WORK. The goal is to port these animations exclusively as an animation package. "Remember that each package will come with an alignment file, which works with the lightweight program that performs the merge with your previous data. Below is how to use the alignment data, which ensures characters are in the correct position and manages the SOS face for each occasion." Also, thanks to OStim SA Official Icon Patch for OARE and OA3PP for their icons. Download them and add the ones from this page as well. The ones I uploaded come from there, along with some others I added for this case. thanks to Ostim Tools for being an incredible tool 💎. thanks to Cathedral Assets Optimizer for creating a tool that practically works like magic💎. and thanks Python for existing 🗿. Side note: for those using Nemesis and encountering issues like error 6002 or others, switching to Pandora. Here is a tutorial on how to install it and patch some of its bugs. "Now there's also the program Pandora Plus AnimForgePatcher, which allows patching everything into a single executable, but it's currently in beta. In a few weeks, it will be complete, with video and more features 🔨". The benefits of Pandora are that it is faster, doesn’t present the aforementioned errors, and has no animation limits. However, it is still in beta and under development. Thanks to Monitor144hz for the tool. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The first method is knowing where to place this file. It should be on your PC, specifically in "%USERPROFILE%\Documents\My Games\Skyrim Special Edition\OStim". There, you will have two .json files, but the important one is "alignment.json". First case, if you don't have any file named "alignment.json" in that folder, just copy the "alignment.json" from the mod and paste it there. In my case, the location of the "alignment.json" file is "C:\Users\5652156\OneDrive\Documentos\My Games\Skyrim Special Edition\OStim". Second case, there is already an "alignment.json" file and it is larger than 0KB, meaning it has information inside. You will need to merge this file. It's easy and there are many ways to do it. I included an application within the mod that does the job automatically. Third option, you can use multiple programs available on the internet to do the merge. There is one called OStimSA Alignment Tool, it looks good and is created by SimonPhil, but I still don't understand how to use it. There are also different online programs that do the same, but you have to move the files yourself, such as json-merge. With that, you should be all set. OK, this part is important. Wait... yes, wait. It seems that OStim takes some time to associate the alignments, and maybe the first time you open the game after all this, they might not be aligned. Therefore, after restarting the game, they will associate correctly. It's an OStim issue, and there's not much I can do about it. Thank you, everyone 🐈. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here will go some screenshots of how I have my Ostim MCM configured so you can see all the animations for now. In future updates, I'll add more tabs to expand on this 🔨. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I want to thank the modders who have stood out over these 13 years, creating multiple animations, some that remain today and others that have completely disappeared from the internet. Thank you very much for your work; you have inspired me to learn more and take on more challenges. Little by little, I've been learning from all of you. Without you, Skyrim wouldn't be as vibrant after so many years, and I hope that at least in my part, I can contribute to its continued improvement and support in whatever way I can. Thank you." -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "Here I'll leave the link to my other works if you'd like to take a look." Ostim SA port volumes FunnyBiz OSTIM SA first volume💎 PsycheAnimation OSTIM SA second volume💎 3jiou OSTIM SA Third volume💎 Nymras OSTIM SA COMPLET SE Fourth Volume 💎 Nymras OSTIM SA 0-3 SE Fifth Volume "ak Naked Defeat animation" 💎 Ostim and SL Custom Animation Volume "self-created animations" I haven't opened the ideas forum yet. When I have more volumes, I'll start asking🐈. Tools for Ostim SA Merge alignment one click OSTIM SA🐱 Translations in multiple languages Buxom Wench Yuriana 1.5.6 BETA y Immersive Wenches 1.7 -fixes- mas Especial de Navidad 2023 Traducción Completa Español TODO🐱 Pandora + patch for specific mods CIWM Custom Idle WheelMenu SE Pandora Behavior Patch ESP-FE👌 Pandoraforge engine patch (still in progress) and manual method to merge ZAZ 8+ Pandora AnimForgePatcher ZAZ parche and more mods ("Program")🙏 Pandora ZAZ patch ("Manual method guide PDF, to be updated")🔨 Tools to mod and improve Skyrim SSE Engine Fixes - Full UP Config AE🌪️ Skyrim AI voice synthesizer program to add voices to mods and translate audio into multiple languages ("Still in progress 70%")🔨 Motion recorder for direct export to HKX ("Still in progress 💀 10%")🔨 Tool for exporting character models for 3D printing ("Still in progress 30%")🔨 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I will be more active, creating patches, translations into multiple languages, programs, conversions from LE to AE, and in the future, robotics with Skyrim "a bit ambitious." Any requests or feedback will be read in the comments, and thank you for reading so much. I’m not looking for remuneration for this, I love mods and enjoy making the material available to everyone. But if you want, buy me a coffee ☕. God bless you. If you'd like to support me even more across various areas such as additional animation packages not only for OStim, dialogue mods, programs, special requests, and see how I gradually expand into creating different articles related to Skyrim. here is my Patreon 🐱💻 Thank you very much in advance. I will respond to your requests as if my life depended on it 🐱👤. All my content will be free, allowing Patreon and Kofi followers to decide which package will be released every two weeks through voting. I'll also prioritize their requests. In the future, I'll create my own animation packages for SL and Ostim, where you can choose which animations to include. Although it's not open yet, I've already prepared the board for future contributions. You'll also be part of the robot creation project, which will eventually move to Kickstarter as it grows. Thank you very much, everyone! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -
Version 1.2
1163 downloads
Bardø's Camera Rig For some time I enjoyed taking screenshots in Sims 4 more than actually playing the game, but something that always bothered me, was that there is no real photo mode like in other games. Sure you can get far with the cinematic cam, but even the cinematic cam is limited (can't rotate the camera and thus not take 'vertical' or tilted screenshots) and sometimes its just buggy (messing up rotations, clipping objects while moving the camera). I was looking for mods, that would add a better camera or an object that would work as camera, but I had no luck. So some day I found out, that you could set camera points while being in first person mode and it would save everything I could ask for. So instead of mods or objects, I figuered out, that sims would be the perfect camera and after messing around for some time I created a rig for blender, that is 95% accurate and now I want to share this rig, to help this community to create even better screenshots, than it already does. So, how does this work? You need: - Blender - Sims 4 Studio - Basic knowledge of creating poses and exporting/importing poses from/into posepacks. - Download the rig and extract it from the zip and move the files of the tray folder to your own tray folder. - Open up a pose in blender, delete the already existing camera and append the camera_rig + camera into the scene. If the rig looks like on the first thumbnail, then you did it right. - Move the camera_rig so, that it wouldnt be in the shot later. - Now move the camera by moving the 'b_neck' bone of the camera_rig. - If you want, you can rotate the 'b_neck' bone, to rotate the camera - To get a preview of the shot, just press 0 on the numpad and then alt+F10. If you're playing Sims 4 fullscreen, press alt+F11 aswell. Make sure you don't see the rectangle of the camera by zooming in, but stop zooming in as soon you don't see the rectangle anymore. - If you have 'b_neck' still selected, you can move and rotate the camera, while being in preview. Press 0 to leave the camera, press alt+F10 to get back the interface and press alt+F11 to leave fullscreen mode. - As soon you are happy with your shot, LocRot the camera_rig, just like you would with every other rig and save. - Make sure every rig is saved separately and import them into your posepack. I always put a 'CAM' behind the name of the pose with the camera_rig. - Get into the game. Open your gallery items and add the sim "CAMERA RIG" to your household (enable custom content). The sim CAMERA RIG will act as camera. - Let the camera-sim pose the 'CAM'-pose. Depending on how much the 'b_neck' bone was moved/rotated around, the camera-sim might look completely messed up, thats totally fine. - Now get into the first person mode (shift+tab), don't move around with your mouse or zoom in ( if you did, just press ctrl or re-enter the first person mode). - You should see that the view is kinda like the preview in blender, but the FOV is not right. Don't worry you did nothing wrong. - Now you have to set a camera point by pressing ctrl+5/6/7/8. - Leave the first person mode and move the camera-sim away or make the camera-sim pose, if the sim is supposed to. - If every sim is posing like they're suppose to, get into the cinematic cam by pressing tab and press shift+5/6/7/8. - If you did everything right, you should now (almost) see the same shot, you saw in blender. - Take screenshot. I hope this rig will help you guys to create the screenshots you always envisioned. Alternate download (Google Drive - No adfly or some other virus infested sites) To get an even better result, set the resolution of your scene in Blender to the same resolution of your game. You do this here: I hope, I didn't mess up this tutorial, if so please forgive me, it was 5 a.m when I started this. -
Welcome the RimWorld Animation Studio! RimWorld Animation Studio (RAS) is an application that I've created to assist in both designing and editing animations that are compatible with the RimWorld Animation Framework created by @c0ffeeeee It features a full GUI and a wide range of tools to create all those animations you've been guiltily daydreaming about, without the need to do any XML coding! System requirements This application is currently only being officially supported for Windows systems. However, I've uploaded all the source files (including Unity project files), so you can build the application for other operating systems if you desire Links Downlink link: https://gitgud.io/AbstractConcept/rimworld-animation-studio Project wiki: https://gitgud.io/AbstractConcept/rimworld-animation-studio/-/wikis/home Quick start guide: https://gitgud.io/AbstractConcept/rimworld-animation-studio/-/wikis/Quick-Start-Guide
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Hey there, I'm trying to start making WW animations for fun and to see where this could lead me. I've been paying close attention to the tutorial but some parts are a little confusing and it appears that i've made some mistakes along the way. Could someone help me out ? Some information to begin : I followed this tutorial : https://turbodriver.itch.io/wickedwhims/devlog/406431/wickedwhims-tutorials I'm running blender 4.2, Sims 4 Studio 3.22.5 (Star), S4PE V 0.6.0, Modding Toolbox V1.0 .NET and Java installed with the required versions. I am trying to create a single animation with one actor (M) in the Teasing category (basically just waving, the animation doesn't matter at the moment) All the files from the package as well as the package will be in the zip. I am thinking that the XML configuration might be wrong ? Here are some questions that I have : Shouldn't the value in s="" be equal to the FNV64 in Decimal when inputting the exact same value used in n="" ? I have seen that some animators do, but others like GreyNana seem to have a different value than the one outputted by Modding Toolbox when using the value in their n="" Can i safely delete the part actor_interactions as this is a solo animation ? Have i deleted some stuff that was important ? I tried playing with sound events and had found the proper name to use to trigger the sound (through ww.play_sound <sound> in game) and deleted it afterwards in the xml thinking it was causing the package not to work. Is it possible that my package is only 16Kb considering I have an animation that is 100 frames long ? (+ the other stuff, such as XML and _Key) Though i'll admit the amount of keyframes for the animation is ridiculously low. <?xml version="1.0" encoding="UTF-8"?> <I c="WickedWhimsAnimationPackage" i="snippet" m="wickedwhims.sex.animations.animations_tuning" n="KTF:WickedWhimsAnimations" s="6112835974077097548"> <!-- 'n' as your Package Name and 's' as Integer ID of your package --> <T n="wickedwhims_animations">1</T> <L n="animations_list"> <U> <!-- [START OF ANIMATION ENTRY] --> <T n="animation_raw_display_name">Waving</T> <!-- [REMOVE IF USING "animation_display_name" FIELD] Raw Text for displayed animation name --> <T n="animation_author">KTF</T> <!-- Raw Text for displayed author name of this animation --> <T n="animation_locations">FLOOR</T> <!-- List of Location Categories for where this animation can be used at --> <T n="animation_category">TEASING</T> <!-- Sex Category of the animation (TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL, CLIMAX) --> <T n="animation_tags">STANDING</T> <!-- [REMOVE IF UNUSED] List of Sex Tags that give the animation context (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) --> <T n="animation_loops">5</T> <!-- Number of times the animation will play in a row --> <T n="animation_allowed_for_random">1</T> <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) --> <L n="animation_actors_list"> <!-- List of actors in this animation (add more for more actors, remove any that are not needed) --> <U> <!-- [START OF ACTOR ENTRY] --> <T n="actor_id">0</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor --> <T n="animation_clip_name">KTF:PosePack_202408142102532750_set_1</T> <!-- Sim animation ClipName --> <T n="animation_type">TEASING</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) --> <T n="animation_genders">MALE</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH, MERMAID_MALE, MERMAID_FEMALE, MERMAID_BOTH, WITCH_MALE, WITCH_FEMALE, WITCH_BOTH) --> <T n="animation_has_animated_vagina">0</T> <!-- Flag to use the animated vagina model if appropriate (0=Non-Animated, 1=Animated) --> <T n="animation_has_invisible_teeth">0</T> <!-- Flag to hide the teeth model (0=Visible, 1=Invisible) --> <T n="animation_outfit_category">CURRENT_OUTFIT</T> <!-- [REMOVE IF UNUSED] Outfit Category this actor will change into when sex begins (CURRENT_OUTFIT, EVERYDAY, FORMAL, ATHLETIC, SLEEP, PARTY, CAREER, SWIMWEAR, HOT_WEATHER, COLD_WEATHER) --> <T n="animation_naked_type">NONE</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) --> <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) --> <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) --> <T n="animation_allow_strapon">0</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) --> <T n="animation_actor_tags">NO_SWEAT</T> <!-- [REMOVE IF UNUSED] List of Actor Tags that give the animation context and functions (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) --> <L n="actor_interactions"> <!-- List of this actor interactions with other actors --> <U> <T n="receiving_actor_id">1</T> <!-- Numerical ID of receiving actor this actor is interacting with --> <T n="receiving_actor_category">HANDJOB</T> <!-- Sex Category of interaction this actor is performing on the receiving actor --> <T n="receiving_actor_cum_layers">DISABLED</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) --> <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) --> </U> </L> </U> <!-- [END OF ACTOR ENTRY] --> </L> </U> <!-- [END OF ANIMATION ENTRY] --> <!-- Next Animation Goes Here --> </L> </I> The XML File I have also realised that for some reason my CLIP file contains a LOT of --- Channels[XX] --- lines while CLIP files from other creators contain much more --- Frames[XX] --- lines, is that an issue ? I did create a few keyframes for bones that aren't even moved, but that shouldn't be an issue, right ? Thanks for any help you can provide ! I'll try and have a look at small animators to see what they did differently KTF_Test_Animation.zip
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Nymras OSTIM SA 0-3 SE Fifth Volume "a.k.a Naked Defeat animation" View File Hi, this is the Fifth of animation packs that I have searched for all over the Internet. I dedicated the entire summer to finding all the existing animation packs from LL and transferred them to the Ostim SA environment, thanks to the "Ostim Tools" and some Python programs I created to tag the animations. Thanks to Nymra for creating these animation packs for both Skyrim LE and SE💎. Here is their Patreon, so you can support them in their amazing projects. I will include here the thanks to everyone who has contributed and continues to contribute to the original mod. Thank you very much to everyone 💎. Special Thanks to - galahad_69 for making Naked Dungeons (without this mod I would ve quit Skyrim by now I think) on which this mod is based on - donttouchmethere for naked testing and feedback - orgs1n for helping out with scripting and basically kickstarting all this by making me look into the scripts for the first time - Hawk for refining and improving my code (sad to see you go) - tenri for helping with my annoying coding questions - Nazzzgul666 for testing and feedback - GunSlicer for his awesome pose mod (you see 3 of his idles as human surrender poses) - the various creators of SLAL packs, all this would not be possible without you (Billyy, Anubs, Proxy, Milky, NCK30, Leito, etc. etc.) - zaz for creating zap framework which is one of the key resources for me in skyrim because of the awesome and plenty furniture, struggle and bound animations - BakaFactory for his Animations and for allowing me to use them - Proxy for ther animations and for allowing me to use them Thanks to DarkMaster13 for creating the ESL for Skyrim SE 🤗. By Nymras, this pack compiles the works of"Naked Defeat SE 4.94", including a wide range of human animations, equipment, and other items. It's a substantial package, and I've dedicated time to ensure the content is respected. MANY THANKS FOR THE GREAT WORK. The goal is to port these animations exclusively as an animation package. "Remember that each package will come with an alignment file, which works with the lightweight program that performs the merge with your previous data. Below is how to use the alignment data, which ensures characters are in the correct position and manages the SOS face for each occasion." Also, thanks to OStim SA Official Icon Patch for OARE and OA3PP for their icons. Download them and add the ones from this page as well. The ones I uploaded come from there, along with some others I added for this case. thanks to Ostim Tools for being an incredible tool 💎. thanks to Cathedral Assets Optimizer for creating a tool that practically works like magic💎. and thanks Python for existing 🗿. Side note: for those using Nemesis and encountering issues like error 6002 or others, switching to Pandora. Here is a tutorial on how to install it and patch some of its bugs. "Now there's also the program Pandora Plus AnimForgePatcher, which allows patching everything into a single executable, but it's currently in beta. In a few weeks, it will be complete, with video and more features 🔨". The benefits of Pandora are that it is faster, doesn’t present the aforementioned errors, and has no animation limits. However, it is still in beta and under development. Thanks to Monitor144hz for the tool. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The first method is knowing where to place this file. It should be on your PC, specifically in "%USERPROFILE%\Documents\My Games\Skyrim Special Edition\OStim". There, you will have two .json files, but the important one is "alignment.json". First case, if you don't have any file named "alignment.json" in that folder, just copy the "alignment.json" from the mod and paste it there. In my case, the location of the "alignment.json" file is "C:\Users\5652156\OneDrive\Documentos\My Games\Skyrim Special Edition\OStim". Second case, there is already an "alignment.json" file and it is larger than 0KB, meaning it has information inside. You will need to merge this file. It's easy and there are many ways to do it. I included an application within the mod that does the job automatically. Third option, you can use multiple programs available on the internet to do the merge. There is one called OStimSA Alignment Tool, it looks good and is created by SimonPhil, but I still don't understand how to use it. There are also different online programs that do the same, but you have to move the files yourself, such as json-merge. With that, you should be all set. OK, this part is important. Wait... yes, wait. It seems that OStim takes some time to associate the alignments, and maybe the first time you open the game after all this, they might not be aligned. Therefore, after restarting the game, they will associate correctly. It's an OStim issue, and there's not much I can do about it. Thank you, everyone 🐈. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here will go some screenshots of how I have my Ostim MCM configured so you can see all the animations for now. In future updates, I'll add more tabs to expand on this 🔨. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I want to thank the modders who have stood out over these 13 years, creating multiple animations, some that remain today and others that have completely disappeared from the internet. Thank you very much for your work; you have inspired me to learn more and take on more challenges. Little by little, I've been learning from all of you. Without you, Skyrim wouldn't be as vibrant after so many years, and I hope that at least in my part, I can contribute to its continued improvement and support in whatever way I can. Thank you." -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "Here I'll leave the link to my other works if you'd like to take a look." Ostim SA port volumes FunnyBiz OSTIM SA first volume💎 PsycheAnimation OSTIM SA second volume💎 3jiou OSTIM SA Third volume💎 Nymras OSTIM SA COMPLET SE Fourth Volume 💎 Nymras OSTIM SA 0-3 SE Fifth Volume "ak Naked Defeat animation" 💎 Ostim and SL Custom Animation Volume "self-created animations" I haven't opened the ideas forum yet. When I have more volumes, I'll start asking🐈. Tools for Ostim SA Merge alignment one click OSTIM SA🐱 Translations in multiple languages Buxom Wench Yuriana 1.5.6 BETA y Immersive Wenches 1.7 -fixes- mas Especial de Navidad 2023 Traducción Completa Español TODO🐱 Pandora + patch for specific mods CIWM Custom Idle WheelMenu SE Pandora Behavior Patch ESP-FE👌 Pandoraforge engine patch (still in progress) and manual method to merge ZAZ 8+ Pandora AnimForgePatcher ZAZ parche and more mods ("Program")🙏 Pandora ZAZ patch ("Manual method guide PDF, to be updated")🔨 Tools to mod and improve Skyrim SSE Engine Fixes - Full UP Config AE🌪️ Skyrim AI voice synthesizer program to add voices to mods and translate audio into multiple languages ("Still in progress 70%")🔨 Motion recorder for direct export to HKX ("Still in progress 💀 10%")🔨 Tool for exporting character models for 3D printing ("Still in progress 30%")🔨 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I will be more active, creating patches, translations into multiple languages, programs, conversions from LE to AE, and in the future, robotics with Skyrim "a bit ambitious." Any requests or feedback will be read in the comments, and thank you for reading so much. I’m not looking for remuneration for this, I love mods and enjoy making the material available to everyone. But if you want, buy me a coffee ☕. God bless you. If you'd like to support me even more across various areas such as additional animation packages not only for OStim, dialogue mods, programs, special requests, and see how I gradually expand into creating different articles related to Skyrim. here is my Patreon 🐱💻 Thank you very much in advance. I will respond to your requests as if my life depended on it 🐱👤. All my content will be free, allowing Patreon and Kofi followers to decide which package will be released every two weeks through voting. I'll also prioritize their requests. In the future, I'll create my own animation packages for SL and Ostim, where you can choose which animations to include. Although it's not open yet, I've already prepared the board for future contributions. You'll also be part of the robot creation project, which will eventually move to Kickstarter as it grows. Thank you very much, everyone! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Submitter anon202269 Submitted 07/12/2024 Category Adult Mods Requirements Ostim.esp, Nemesis, FNIS or Pandora + Regular Edition Compatible No
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Trying to teach myself Sexlab animations and I'm trying to follow this tutorial to do it, since 3ds Max seems to be the best way to do it. The only problem is, the requirements seem to have gone completely MIA. 3ds Max 2012 no longer exists on the official site Havok Content Tools don't seem to exist anywhere on the internet ever since it was acquired by Microsoft. Yet content creators still seem to be making animations even up to this year. What's the best way to make animations in 2023 and is there somewhere I can start?