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Animated Beast's Cocks(ABC) For modders - 3ds Max Rigs


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Posted
31 minutes ago, Z0mBieP00Nani said:

What mod for cum effects?

no mod per say, it's part of my animation. it is a custom animated object that gets applied when that animation stage is played.

most of my animations use them now and i plan on adding them onto the stock animations from MNC at some point.

Posted
On 12/8/2018 at 2:51 AM, Stevierage said:
Spoiler

@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.

 

  Reveal hidden contents

horse2.jpg.dc883439d85de1426dd3fa73fda5b693.jpg

horse1.jpg.96cb3563fe5d2d617fd3f6b8ff22dc88.jpg

 

 

  Reveal hidden contents

 


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. 

 

no offense, animated Avatars are on LoversLab not allowed!
Rule 5

Spoiler

Forum signatures should not be larger than 250 pixels high or 600 pixels wide. They must not contain any affiliate links, or links to paysites, and must be static (no animated gif). Signatures are allowed to contain pornographic content, as long as it is not anything deemed hardcore, which is up to the judgment of the site staff. A certain amount of leeway in regards to signature sizes or avatars is allowed here, the most important thing is to simply not make your signature overly intrusive or distracting. Avatars, like signatures, should also be static images and not animated. 

https://www.loverslab.com/guidelines/

Posted

Haven't seen too many things yet, so here's a little preview of something I might work on.
 

Spoiler

Ignore the severe clipping of the legs outside the petsuit.
As far as I know, there hasn't been any word of a working Bodyslide for this yet.

 

And ye, I agree on having animators adding the MovingDick tag in case it uses this. I for sure have done this already with this.

Posted

Hello ! ... recently, ANUBS made a TEST animation for the Giant with this "Animated Beast's Cocks (ABC)" (via Patreon) ... but honestly, I tried everything to make it work, but the Giant's penis remains RIGID anytime !!! ... i installed "Animated Beast's Cocks (ABC)" ... I put it as below (a bigger number) in the order of installation in Mod Organizer (to rewrite everything), I tried to install and manual (to manually rewrite meshes in MNC, but nothing changes ... skeleton.hkx animation did not know where to copy it in MNC ... anyway: the conclusion is that animation "anubs baka giant test" works normally (like any other animation) and the Giant's penis remains rigid (NOT animated as I expected) ... and I was so anxious to see this animation !!! ... if someone managed to get results with that animation, or maybe someone who can tell me how I will have an animated penis, I would be grateful !!! ... maybe ...

MadMansGun

maybe he has a brilliant idea

Thank you !!!

Posted

Thanks Factory, always excited to get a notification for this thread. Super excited for trolls and wolves, whenever that may be! 

  • 3 weeks later...
Posted

Hi, Thanks for your awesome rig!!!

I used your giant rig made some animation, but none of those can be exported to skyrim, when play in skyrim, the character doesn't move at all.  I've been successfully exported some animations with normal giant rig before, they all works in game, is there anything special I need to do when export this rig?

I attached my 3dsmax file and bone list files here, can anyone test if it can be exported to skyrim please? Thank you! If it can be done, please let me know how you did it. I have a bunch of animations done, but can't get them into the game. So excited to work with these new rigs!!

BTW, I'm using 3dsmax2010, like I did for the other creature rigs, I downgrade the file from 2012 to 2010. May be that's the problem? But other rigs like Leito's rig works in this way. I dont use 2012 because I don't familar with 2012 havok export process, and dont have the havok software for 2012 too :(

 

Footjob animations Gif

Spoiler

_scene_20190115184840.gif

 

_scene_20190115190330.gif

 

20190112_005250_20190115193226.gif.a150e73659e98c1eafd14d6163b04a0d.gif

 

GiantFeetRape2.rar

 

 

 

The animation I exported with normal giant rig:

 

Posted
On 1/15/2019 at 7:56 PM, connector_jp said:

Hi, Thanks for your awesome rig!!!

I used your giant rig made some animation, but none of those can be exported to skyrim, when play in skyrim, the character doesn't move at all.  I've been successfully exported some animations with normal giant rig before, they all works in game, is there anything special I need to do when export this rig?

I attached my 3dsmax file and bone list files here, can anyone test if it can be exported to skyrim please? Thank you! If it can be done, please let me know how you did it. I have a bunch of animations done, but can't get them into the game. So excited to work with these new rigs!!

BTW, I'm using 3dsmax2010, like I did for the other creature rigs, I downgrade the file from 2012 to 2010. May be that's the problem? But other rigs like Leito's rig works in this way. I dont use 2012 because I don't familar with 2012 havok export process, and dont have the havok software for 2012 too :(

 

Footjob animations Gif

  Hide contents

_scene_20190115184840.gif

 

_scene_20190115190330.gif

 

20190112_005250_20190115193226.gif.a150e73659e98c1eafd14d6163b04a0d.gif

 

GiantFeetRape2.rar

 

 

 

The animation I exported with normal giant rig:

 

I only use 2012 and 2014 versions and usaually export animations in 2012 so... I don't know about 2010 sorry... How do you export animations in 2010 then?

Posted
13 hours ago, factoryclose said:

Just wait till I repolish horse dick. it's total mess right now.

i don't have time to wait, the animations are already exported (and in the 7z)

edit: now live and working in HCOS.

  • 1 month later...
Posted
On 1/18/2019 at 2:55 PM, factoryclose said:

I only use 2012 and 2014 versions and usaually export animations in 2012 so... I don't know about 2010 sorry... How do you export animations in 2010 then?

 I figured it out...... How stupid I was, I forgot run the FNIS modder tool for giant!!,,,,,,  -_-  Now it works perfectly in game, it looks much more awesome than I imagined.

Now I work on Riekling animations with your rig! Then I will try Troll.

Thanks again for your awesome mod, man, You're so awesome!!!!

Any chance can add dog/wolf rig as well? No hurry, already enough to work on for some time, haha

 

Posted
On 1/18/2019 at 2:55 PM, factoryclose said:

I only use 2012 and 2014 versions and usaually export animations in 2012 so... I don't know about 2010 sorry... How do you export animations in 2010 then?

BTW, about your question, I used havok plugin in 3dsmax2010 directly export HKX. Looks like downgrade save from max2012 works perfectly in 3dsmax2010, do you want me send you those max2010 files for other modders? in case someone else use 2010 too.

  • 2 months later...
Posted
On 1/17/2019 at 9:40 PM, MadMansGun said:

well fuck, now my skeleton.nif started to make the game crash for some reason

edit: now live on HCOS

 

I've been popping in and out of this thread and I've missed out n a lot, which of the two animal schlong mods would you say is more functional at this point, this one or the other one that's floating around?

Posted
45 minutes ago, Z0mBieP00Nani said:

I've been popping in and out of this thread and I've missed out n a lot, which of the two animal schlong mods would you say is more functional at this point, this one or the other one that's floating around?

right now ABC is winning.

Posted
On 12/17/2018 at 3:46 PM, 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)

ScreenShot1154.jpg

 

bad news: it's not compatible with animations exported for factoryclose'es original files

ScreenShot1158.jpg

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)

I've been thinking.. I wish I could get that cum sot effect as a replacer for the effect that SexLab Cumshot creates.

 

There's already a mod out there that replaces the cum meshes with an effect, but it doesn't fit as well as something like this would (scaled down) IMO.

 

What is that anyway, the Chaurus spit effect?

Posted
19 minutes ago, Z0mBieP00Nani said:

What is that anyway, the Chaurus spit effect?

not quite, it's a modified version of "MAGSpiderSpitMouthFX"

 

24 minutes ago, Z0mBieP00Nani said:

scaled down

HERESY!!!! THE LAKES AND RIVERS MUST FLOW WHITE WITH CUM SO WE CAN FERTILIZE OUR CROPS WITH IT!!!

Posted

electrolytes

38 minutes ago, MadMansGun said:

not quite, it's a modified version of "MAGSpiderSpitMouthFX"

 

HERESY!!!! THE LAKES AND RIVERS MUST FLOW WHITE WITH CUM SO WE CAN FERTILIZE OUR CROPS WITH IT!!!

Does it have electrolytes? Everybody knows crops LOVE electrolytes.

 

Also, may I have the effect please, so that I can replace it in my game?

Posted
29 minutes ago, Z0mBieP00Nani said:

Also, may I have the effect please, so that I can replace it in my game?

it's not something that can just be dragged and dropped, there are many different AnimObjects made for different creatures & animation stages and they are registered with SLAL & FNIS.

you can find the nif files in "Data\meshes\AnimObjects\HornyCreatures\" but none of them are setup for a SOS penis node.

Posted
1 hour ago, MadMansGun said:

it's not something that can just be dragged and dropped, there are many different AnimObjects made for different creatures & animation stages and they are registered with SLAL & FNIS.

you can find the nif files in "Data\meshes\AnimObjects\HornyCreatures\" but none of them are setup for a SOS penis node.

I don't see that file path in my data folder though.

 

EDIT: Never mind, I see what you mean now.

  • 4 weeks later...
Posted

At what point is this mod currently because it seems awesome. Is there any known progress getting these implemented into more animations / do the creators of bigger animation packs know about this?

 

And will this be SE compatible?... I haven't touched le in a long while (while I'm at it I need to ask you people's opinion that is there currently any mods that are great and all but that have no implementation into SE yet)

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