factoryclose Posted November 21, 2018 Author Posted November 21, 2018 On 11/19/2018 at 4:56 AM, SirNibbles said: Well I'll be damned. It's working like a charm On 11/18/2018 at 8:03 AM, MadMansGun said: they would need to be edited and re-exported, and that can be a real bitch to do sometimes. Hey guys, if you want to do something with these rigs, can you tag 'MovingDick' with it for me? I want to sort them out when coding.
factoryclose Posted November 21, 2018 Author Posted November 21, 2018 15 hours ago, MadMansGun said: yes, i'm crazy and don't use rigs ? Now I see the chaurus and the chaurusreaper share a same skeleton and have different height values. That means I have to make 2 rigs for chauruses..?
MadMansGun Posted November 21, 2018 Posted November 21, 2018 5 hours ago, factoryclose said: Hey guys, if you want to do something with these rigs, can you tag 'MovingDick' with it for me? I want to sort them out when coding. i will when i get around to doing so. 4 hours ago, factoryclose said: Now I see the chaurus and the chaurusreaper share a same skeleton and have different height values. That means I have to make 2 rigs for chauruses..? no, in fact don't even try to import any skeletons into max that have "MNC" in it's name, it messes up the meshes and does not export right. read the text file called "MNC_Standardised_Scaling" found in "Data\SLAnims": Quote WARNING: DON'T IMPORT THE RESCALED MNC SKELETONS INTO MAX, import the original skeletons and then rescale the root node, then reset the scale before export. have the root node selected and right click on the scaling tool button to open it's control box, that way you can just type in the needed percentage. note: make sure "auto key" is turned off before you rescale the node.
factoryclose Posted November 22, 2018 Author Posted November 22, 2018 9 hours ago, MadMansGun said: no, in fact don't even try to import any skeletons into max that have "MNC" in it's name, it messes up the meshes and does not export right. read the text file called "MNC_Standardised_Scaling" found in "Data\SLAnims": I don't have to remake the rig then. Thank God...
MadMansGun Posted November 25, 2018 Posted November 25, 2018 crap, rescaling does not work in HKX files like it did in nif files, so i have no flaring abilities at all.? also the ball nodes just rotate in place, they need another node above them to swing properly like the SOS balls do.
lafourminoir Posted November 29, 2018 Posted November 29, 2018 well i dont have try for now , i see colisions but not penetrations ? if work with penetrations is fun , make any thing equipable for the hdt ( sos - genitals ) pass ( road ) in interior body , for see the work hdt with angles , if you use any angle penetration you can see the work of the hdt genitals on work , well is one old idea but not peoples make work for it . well sure need new animations or custom animations with hard angles for see the hdt work ?
jimmywon34 Posted November 30, 2018 Posted November 30, 2018 @factoryclose is that gif with the giant on the main page part of your SLAL animation pack ? is it a full animation you made?
MadMansGun Posted December 7, 2018 Posted December 7, 2018 On 11/21/2018 at 7:24 PM, factoryclose said: . i did some more experimenting on the horse: edit2: now live on HCOS but i think it needs a new HDT xml file (that or my BSLagBoneController has the wrong settings) because the balls are freaking out 24/7. i still suck at weight painting so the flareing nodes don't do anything. edit: i have animated my horses: https://www.loverslab.com/files/file/2436-horny-creatures-of-skyrim/
factoryclose Posted December 7, 2018 Author Posted December 7, 2018 2 hours ago, MadMansGun said: i did some more experimenting on the horse: edited horse files.7z but i think it needs a new HDT xml file (that or my BSLagBoneController has the wrong settings) because the balls are freaking out 24/7. i still suck at weight painting so the flareing nodes don't do anything. edit: anyways i have animated some of my horses: https://www.loverslab.com/files/file/2436-horny-creatures-of-skyrim/ So what did you change? Was it about XML setting? or Skin weight? And I hope you enjoyed my rigs and made some good horse animations. Is there any preview gifs that I can refer to?
factoryclose Posted December 7, 2018 Author Posted December 7, 2018 On 12/1/2018 at 7:39 AM, jimmywon34 said: @factoryclose is that gif with the giant on the main page part of your SLAL animation pack ? is it a full animation you made? Fully animated SLAL motions, of course.
MadMansGun Posted December 7, 2018 Posted December 7, 2018 4 hours ago, factoryclose said: So what did you change? Was it about XML setting? or Skin weight? And I hope you enjoyed my rigs and made some good horse animations. Is there any preview gifs that I can refer to? 1. added a extra node above the balls so they can swing. note: using the stock skeleton.nif without the 100 extra nodes. 2. added 6 nodes into the penis tip for (hopefully) future flareing penis tip control. note: i can't weight paint good enough to finish the job, i live off of the half assed "skin wrap" tool most of the time (and i don't know if the nodes are even in a good spot to do the job and/or if i need more of them). i want this: https://bad-dragon.com/products/chanceunflared to turn into this: https://bad-dragon.com/products/chanceflared 3. fine tuned the balls weight painting (the best i could) to swing better, and used skin wrap to weight paint the non-aroused balls. note: i wanted them to be able to move outside of SL animations (using HDT or something), hell maybe even compete against Red Dead Redemption 2 ? 4. edited the skeleton.hkx to reflect my changes (don't know if i did it right but nothing is spaghettified so i guess that's a good sign) i'm more concerned with the animations i've already made at this time. i don't have the ability to do proper in game videos, the best i can do is a fuck load of screenshots turned into a gif, or 3ds max preview renders.
jimmywon34 Posted December 7, 2018 Posted December 7, 2018 5 hours ago, factoryclose said: Fully animated SLAL motions, of course. where can we get that animation? or is it still being worked on?
Leito86 Posted December 7, 2018 Posted December 7, 2018 Hey, this is pretty cool. Happy to see someone is adding bones to creature schlongs. 1
Stevierage Posted December 8, 2018 Posted December 8, 2018 @MadMansGun don't know if this will help, but here is something I done about 2 years ago. horse.rar This horse is not from your MNC, it has HDT tail and Balls, the balls use the L/R Scrotum. I used the Genital bones from the Male Skeleton, that's why the CME bones are still in the skeleton. Spoiler Spoiler ps. yes the Genital01-06 Bones have been weight-painted as I was attempting to SOS the creatures back then, but didn't know how to make SOSOffset.hkx for them.
MadMansGun Posted December 8, 2018 Posted December 8, 2018 2 hours ago, Stevierage said: @MadMansGun don't know if this will help, but here is something I done about 2 years ago. sadly theres nothing of use to me there, but thanks anyways.
connector_jp Posted December 8, 2018 Posted December 8, 2018 Hi, Great work! That fills the a big gap! I'm a animator, I will try work on this asap. Just wondering, will it be possible to make a human version? Where hand over the dick to animator instead of script like SOS.
MadMansGun Posted December 15, 2018 Posted December 15, 2018 more horse testing: FLARE_TESTING_ANIMATION.nif (animated NIF, use NifSkope to view)
Dorabella Posted December 16, 2018 Posted December 16, 2018 2 hours ago, MadMansGun said: more horse testing: Beautiful, can you use it in the game?
Z0mBieP00Nani Posted December 16, 2018 Posted December 16, 2018 51 minutes ago, Lestat1627 said: Beautiful, can you use it in the game? Unfortunately no, I don't think it will work with anything YET. Hopefully all of these get integrated soon though. This sort of thing has been missing for quite a while. Hopefully SOS and Leito's schlongs get this treatment too at some point.
MadMansGun Posted December 16, 2018 Posted December 16, 2018 37 minutes ago, Lestat1627 said: Beautiful, can you use it in the game? not yet, that file was just a test of the weight panting. i'm still not sure about the placement of the nodes, they are a bit awkward to use as they are.
MadMansGun Posted December 16, 2018 Posted December 16, 2018 15 minutes ago, Z0mBieP00Nani said: Unfortunately no, I don't think it will work with anything YET. Hopefully all of these get integrated soon though. This sort of thing has been missing for quite a while. Hopefully SOS and Leito's schlongs get this treatment too at some point. SOS is a problem, from what i have learned so far the only way to make that work is to force everyone to use the same sized dick and completely remove the mod's behavior functionality (no dick angle control for users, and possibly no arousal outside of animations)
Z0mBieP00Nani Posted December 16, 2018 Posted December 16, 2018 3 hours ago, MadMansGun said: SOS is a problem, from what i have learned so far the only way to make that work is to force everyone to use the same sized dick and completely remove the mod's behavior functionality (no dick angle control for users, and possibly no arousal outside of animations) I see...
factoryclose Posted December 16, 2018 Author Posted December 16, 2018 Just now, Z0mBieP00Nani said: I see... Or we can replace SOS penis with a movable stick just during a sex scene just like Creature Framework.
MadMansGun Posted December 17, 2018 Posted December 17, 2018 good news: i got my edit working in game (still no HDT bouncing balls because i don't know how to do that) bad news: it's not compatible with animations exported for factoryclose'es original files i don't know what the vice versa would do, but i assume the balls would be messed up. and i'm wondering if i should setup the balls to use different nodes for different setups (one set that animators can manually control, and the other only controlled by HDT hdt physics) 2
Z0mBieP00Nani Posted December 18, 2018 Posted December 18, 2018 5 hours ago, MadMansGun said: good news: i got my edit working in game (still no HDT bouncing balls because i don't know how to do that) bad news: it's not compatible with animations exported for factoryclose'es original files i don't know what the vice versa would do, but i assume the balls would be messed up. and i'm wondering if i should setup the balls to use different nodes for different setups (one set that animators can manually control, and the other only controlled by HDT hdt physics) What mod for cum effects?
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