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Bondage Device Animations v01.00

 

Credits:
The whole LL modding community, to whom I feel I owe something in return, but especially Kimy, Vader, Min, Guobu, Zaz, and all the other folks who have worked on Skyrim and FO4 mods here over the years.

 

Shadeanimator, for the indispensible FO4 animation tutorials.


Summary:

This is not a finished mod, it is just a pack of animations and assets for modders or end users to integrate into existing mods (Devious Devices, etc). I have not included an esp/esm, since I figure any modder who is going to be working with these already has a set of 'test animation' files linked in an esp that they can use. If this is a serious issue for mod designers, I can make an esm with all the animations in it, but that will complicate mod development more than just pointing your own esm files to these animations. These are all intended for use with the default CBBE body. They may clip with other bodies.

 

Permissions:
You are free to use any of the animations in this pack, with the following conditions:
- Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net...

- You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality


The contents of this pack:

 

Restraint poses:
Restraint poses work by simulating an 'injury' to one or more limbs that tells fallout to fix those limbs in a particular postion no matter what is going on with the rest of the model. This makes it so we don't need an 'armbinder' version of every vanilla pose (run, sneak, etc, etc), and is genius (not mine though - I'd guess Vader came up with the idea).

 

Armbinder model and arm pose file (arm offsets):
I have included a different armbinder pose, with the shoulders pinned back rather than up (see included images). In order to make this work, I had to modify the armbinder nif pretty substantially, so a revised version of armbinderblack.nif is included as well. Note that you will need to set the armbinder to use the hand slot in the ck (I think it's the armor addon that's more important for this) or else the hands will display and clip through the armbinder.
(The hkx file in the custom armbinder folder replaces meshes\Torture Devices\DeviousDevices\Animations\Armbinder\MTBothArmsInjured.hkx)

 

Arm cuffs pose files (arm offsets):
I have included 4 customized cuffed arm animations. In theory, these can be used in place of or in addition to the cuffed arm animations in Tortue Devices. To replace the TD arm cuff idles, use one or more armcuffs hkx files to replace the various 'MTBothArmsInjured.hkx' files in the 'meshes\Torture Devices\wearables\Generic\BoundHands' folder and subfolders.

 

Yoke pose files (arm offsets):
I've included two yoke poses. The first (Yokeidle01) works with the bar and cuffs yoke, while the second (Yokeidle02) should work with both the bar and cuffs yoke, and the heavy steel yoke.


Leg Cuff/Hobbleskirt Custom Files:
This includes a standing idle for legs cuffs (or other situations where the model's legs are held together), and a corresponding walk animation. I've included arms in these animations as well. The major limitation is that because of the way the vanilla animations are set up, these will only work when the player is standing or walking without a weapon. If the player sneaks, runs, or draws a weapon, they'll go back to using vanilla movement animations.


Animations:
Each animation has an hkx file that has been tested in-game and should work. Note that the arm position should be overridden by any bondage gear, based on your '...injury.hkx' files. That means that, in theory at least, any of these animations should work with any cuffs, armbinders, etc. I have most use my custom armbinder position as a convenience, but that position should be overidden by any gear you have equipped.

 

Armbinder struggle animations:
These all have the model's arms locked back, and each has a different set of upper body and pelvic twists. Each animation is 300 frames long (10 seconds) and starts and ends start and end in the default standing leg position.
ArmbinderStruggle01
ArmbinderStruggle02
ArmbinderStruggle03

 

Armbinder horny animations
Each animation is 600 frames, and should be exactly 20 seconds long. They should all start and end in the default standing leg position. These are made to be usable in pairs - the 01 series has the model's knees come together, and the 02 series has her legs crossed. For each series, the 'a' animation as a writhing animation, and the 'b' animation as something more orgasm flavored.
*These should be usable for any type of arm restraint - if the restraint has an '*injury.hkx' file, that arm position should show up. If not, the default armbinder arm position will show up.
ArmbinderHorny01a
ArmbinderHorny01b
ArmbinderHorny01a
ArmbinderHorny01b

 

Unrestrained horny animations
These are identical to the armbinder horny animations, except that they include arm/hand movements. I have tried to keep the starting/ending arm positions the same within each series (e.g. 01a and 01b should have similar start/end arm positions) but these are approximate rather than exact (I haven't been able to get 3ds to copy keyframes between animations).
*In theory, you could probably use these with arm restraints, and the '*injury.hkx' file should overwrite the arm positions.
StandingHorny01a
StandingHorny01b
StandingHorny02a
StandingHorny02b

 

Collar animations
These are variations on the 01a series of horny animations. The normal collar animation has both hands tugging on the collar, while the collarhorny animation is a mix of Standinghorny01a and tugging on the collar.
Collar01a
CollarHorny01a

 

Chastity Belt animations
This is basically an additional unrestrained horny animation. It's 600 frames/20 seconds, and has the default start/end positions.
ChastityHorny01


Plans:
- If I get really ambitious, I may also go through the existing animations and refine some things. In particular, hand and finger positions may get smoothed out at some point in the next month or so.
- More device specific animations, and more general use 'struggle' or 'horny' animations may happen as inspiration strikes.

- If you are using these in a mod and there is something that you'd like to see along these lines or one of the animations is causing you problems, you're welcome to contact me. If it's something I can do fairly easily (e.g. not a movement animation or something that is going to require hours of posing individual finger joints), I'll try to help out. 



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  • 2 weeks later...


 

On 9/11/2018 at 11:13 AM, tkh1600 said:

works with male character and npc?

It should work fine with male characters (e.g. the skeleton should be universal). It should also work fine with NPCs, but this is literally just the animations (no esp or anything - you have to create that on your own). The intent is for this to get rolled into mods like DD.

 

On 9/6/2018 at 4:00 AM, Jappa123 said:

Same as above hands clipping  through the armbinder.

 

Btw how about mouth animations for ball gags?  

Eh. Yea, I forgot to explain the fix for the hand clipping in the readme (I've added it to the description at the top now though). You need to set the armbinder to use the hands slot in the CK (I believe it's the armor addon slots that are particularly important). That will cause the engine to not show the hands at all when the armbinder is equipped.

 

Mouth animations are a little different. AFAIK the mouth isn't rigged for manual animation, and the only way to do that is to use the facial expressions function in the game engine, which would need to be done through the CK for a specific mod. I may look into that at some point, but it'll be awhile....

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  • 2 years later...
  • 2 months later...
On 12/13/2020 at 3:54 PM, unbenannt2 said:

How do I activate this animation.

 

On 2/20/2021 at 1:11 AM, bolzer1387 said:

@Gray User I have the same question pls

 

For one:

On 8/23/2018 at 6:50 AM, Gray User said:

Summary:

This is not a finished mod, it is just a pack of animations and assets for modders or end users to integrate into existing mods (Devious Devices, etc). I have not included an esp/esm, since I figure any modder who is going to be working with these already has a set of 'test animation' files linked in an esp that they can use.

 

7 hours ago, Spectre5342 said:

Its too bad no one ever used this and that Devious Devices hasn't really received any new content since its release years ago

And it's funny you should mention that...

If you look carefully, you'll see DD actually did use most of, if not all of, these anims.

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12 minutes ago, Nebuchadnezzer2 said:

 

 

For one:

 

And it's funny you should mention that...

If you look carefully, you'll see DD actually did use most of, if not all of, these anims.

A few of these screen shots with the arm binder look like some struggling animation that one wasn't included but yeah most of these are all ready in DD including the awful hobble bounce 

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  • 1 year later...
On 2/24/2021 at 7:25 PM, Spectre5342 said:

A few of these screen shots with the arm binder look like some struggling animation that one wasn't included but yeah most of these are all ready in DD including the awful hobble bounce 

 

Heh. I take no credit for the hopping animation. If you are talking about the animation I think of - I actually made one in this pack to replace it. Like trying to walk with your calves tied together. 

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15 hours ago, Gray User said:

 

Heh. I take no credit for the hopping animation. If you are talking about the animation I think of - I actually made one in this pack to replace it. Like trying to walk with your calves tied together. 

Yeah I like that one feel like that's what one would actually be doing with the devices on. The jump thing is like they got springs in their shoes xD

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