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15 minutes ago, MadMansGun said:

if you think that's hard try dealing with Werewolf hands & Dragon wings, they are the absolute worst to get right. ?

 

I would imagine that. Fortunately I will not be going that way. I spend half the weekend adjusting Cowgirl 2.

 

Now I need to get my batteries recharged. Next animation will probably be another position.

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45 minutes ago, Kluze said:

Excellent animations, Thank you! btw, I wonder, what is your HDT mod? 

 

I use HDT PE.

 

The HDT settings are my custom edits with the JustForFun HDT editor. It took me a long time to get these results. When I changed the size of SOS schlong in racemenu I had to do them over again. However doggy animations are much better with a big schlong. As You can see there is also a nice butt collision. Breasts move more real instead of the jello presets I see.

 

The body also has to have the right weight paint. 

 

51 minutes ago, Taven said:

Nice work! Do you plan on doing any other animations?

 

Certainly. But it could take some time, as I am pumped right now. Missionary is difficult to make. Maybe Doggy or Reverse Cowgirl next time. It could also be a Standing Cowgirl.

 

I like animations where the female takes charge. I think You can see that from the animations above.

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Thanks for the update, cowgirl 2 looks great.  Also, LOL @ the ending ragdoll on the preview. :classic_tongue:

 

49 minutes ago, holtof55 said:

the archive is corrupted

 

5 minutes ago, btasqan said:

I can confirm this for version 1.1. Dont know about 1.0, didnt download that one.

I am able to extract the mod data manually just fine without warnings ect, it is just NMM for me that won't accept the file with a "File has not been added" error.  Using 7zip to repack the files and then add them to NMM seems to work just fine.  I've had this happen to files I used winrar to pack myself, I wonder if there is some issue between newer .rar files and NMM - 7zip has been fully reliable to me so far.

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5 minutes ago, Reesewow said:

Thanks for the update, cowgirl 2 looks great.  Also, LOL @ the ending ragdoll on the preview. :classic_tongue:

 

 

I am able to extract the mod data manually just fine without warnings ect, it is just NMM for me that won't accept the file with a "File has not been added" error.  Using 7zip to repack the files and then add them to NMM seems to work just fine.  I've had this happen to files I used winrar to pack myself, I wonder if there is some issue between newer .rar files and NMM - 7zip has been fully reliable to me so far.

Repacking as 7z file works. Thanks. Will test animations asap.

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2 hours ago, holtof55 said:

the archive is corrupted

 

2 hours ago, btasqan said:

I can confirm this for version 1.1. Dont know about 1.0, didnt download that one.

 

1 hour ago, Reesewow said:

Thanks for the update, cowgirl 2 looks great.  Also, LOL @ the ending ragdoll on the preview. :classic_tongue:

 

 

I am able to extract the mod data manually just fine without warnings ect, it is just NMM for me that won't accept the file with a "File has not been added" error.  Using 7zip to repack the files and then add them to NMM seems to work just fine.  I've had this happen to files I used winrar to pack myself, I wonder if there is some issue between newer .rar files and NMM - 7zip has been fully reliable to me so far.

 

I use a new version of winrar to pack the files. I will try to download 7zip and try again. Sorry for the inconvience. I downloaded Winrar recently as all my rar files were corrupt upon download. I will test Nexus Mod manager before uploading again. Version 1.0 was also corrupt by the way.

 

Upon upload I will delete the corrupt versions and only use version 1.1.

 

 

3 hours ago, TheAfterLife said:

Those look nice, thank you! Any plans to port them to SE? 

 

I don't use SE, so probably not. With all the mods for oldrim I would be tied up for months reinstalling for SE. I don't have the energy. Sorry.

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5 hours ago, NCK30 said:

I would imagine that. Fortunately I will not be going that way. I spend half the weekend adjusting Cowgirl 2.

that's nothing, i've been working on the same stupid werewolf animation for a week.

 

15 minutes ago, NCK30 said:

New archive uploaded and tested with Nexus Mod manager. I swear Winrar is giving me headaches all the time.

most people around here use 7Zip's 7z compression format for there mods, rar is mostly dead.

 

13 minutes ago, NCK30 said:

Oh. Please ignore the second spoiler tag under previews. I can't seem to get rid of it. It followed me when I copy/pasted from my old thread.

put your typing cursor underneath it and press backspace twice, if it's still there click under it again and press backspace twice again.

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10 minutes ago, imauto93 said:

My initial expectation cooled a little.But the behavior of COWGIRL 1/2 is nice
Crazy ass got me excited.
After the update is completed correctly, I will download it again.

 

If you want to fix it yourself, I found changing the male position was almost perfect if I changed the alignment to -59.5 forward/backward and 11.0 up for the male position of cowgirl 1 for all stages.  You can put the numbers right in that window in your screenshots.  Cowgirl 2 was very similar numbers with just slight adjustments.

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18 minutes ago, imauto93 said:

My initial expectation cooled a little.But the behavior of COWGIRL 1/2 is nice
Crazy ass got me excited.
After the update is completed correctly, I will download it again.

 

(SCREEN PHOTO)

 

  Hide contents

 

3.jpg

1.jpg

2.jpg

 

 

 

I had the same problem myself. I don't know why this happens. I tried to correct it with forward/up edits to the json file in the first file. But this had no effect.

 

Another poster said that these edits caused slowdowns, so I deleted them from the json file.

 

It is mostly the male which needs alligning. If You keep the female close to the ground You should be able to adjust pretty easily.

 

 

I have seen other animations where the starting allignment was bad. But as I alligned them myself the second time there was little problems, if You know the sexlab keys.

 

When I animate in 3ds Max there are large allignment issues when I watch them ingame. Therefore most of the time goes with changing arm/leg postions and returning to the game. So for each animation I must start and stop Skyrim 40-50 times.

 

If anybody knows how to change the starting allignment, please enlighten me?

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1 hour ago, NCK30 said:

When I animate in 3ds Max there are large allignment issues when I watch them ingame. Therefore most of the time goes with changing arm/leg postions and returning to the game. So for each animation I must start and stop Skyrim 40-50 times.

 

If anybody knows how to change the starting allignment, please enlighten me?

I don't know myself as I'm not an animator, but most of the active animators on LL are quite knowledgeable and willing to help out if you have questions starting out.  If I were you I'd drop a line to Madmansgun or Billyy to ask how they approach the 3ds Max -> Skyrim alignment process.

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5 hours ago, NCK30 said:

.

that's much more extreme than anything i've seen, did you move the root node instead of the com node? the root node should stay at X0 Y0 Z0 and not have any rescaleing applied to it.

 

most misalignments happen when the actors have different heights than what the animation was made for, but that can normally be fixed in game with the "even actor heights" setting in sexlab's mcm or the console's setscale command.  another (but rare) cause can be rescaled skeleton.nifs being used in game, but i don't think that's whats happening here.

 

 

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6 hours ago, NCK30 said:

Another poster said that these edits caused slowdowns, so I deleted them from the json file.

Just to follow up (since I was the poster that mentioned the .json adjustments) - I think this way of fixing these two animations would actually be fine as a "quick fix", especially if fixing it in the animations themselves would be a huge pain at this point. 

 

What looked off in the first version wasn't lag due to the .json, I think it was just that some stages had a slightly different position for the male actor (example stage 2 was -56 forward/10 up, but stage 3 was -63 forward/9 up).  Since the male in that animation was just lying still for the most part, it looked like he was teleporting slightly between stages whenever the values changed, which was pretty obvious to the eye.  I think it would look just fine if you locked the male to one position for all 5 stages in the .json - I found -59.5 forward, 11 up looked good enough for me. 

 

If you needed to make adjustments between stages at that point, it would probably be less obvious if they were on the female actor who is changing position anyway (or just leave super fine adjustments to users, who might have to do it anyway due to body shape or size differences).

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14 hours ago, MadMansGun said:

that's much more extreme than anything i've seen, did you move the root node instead of the com node? the root node should stay at X0 Y0 Z0 and not have any rescaleing applied to it.

 

most misalignments happen when the actors have different heights than what the animation was made for, but that can normally be fixed in game with the "even actor heights" setting in sexlab's mcm or the console's setscale command.  another (but rare) cause can be rescaled skeleton.nifs being used in game, but i don't think that's whats happening here.

 

 

 

I just checked one of my animations. You are totally right. The root node for the male is X = 0.0 Y = -60 Z = 10,00  - Root node for Female is X = 0.0 Y = 1,961 Z = 0,187.

 

Thank you very much for this info. I will try to set them to 0 and replace another animation. That way I can test if this works.

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