TDA Posted January 2, 2013 Posted January 2, 2013 Does anyone know anything about this aniamtion? http://up.mnty.net/img/up002942.jpg Thanks PS - In the next version of pose converter' date=' would it be possible to add an option to convert fallout 3/Vegas animations to oblivion? Thanks [/quote'] Of course, this phase 2. But I have another idea - I do want to make a futanari-lovers group action (for a specific animation that is exactly possible.).
gerra6 Posted January 2, 2013 Posted January 2, 2013 Does anyone know anything about this aniamtion? http://up.mnty.net/img/up002942.jpg Thanks PS - In the next version of pose converter' date=' would it be possible to add an option to convert fallout 3/Vegas animations to oblivion? Thanks [/quote'] That's the plan...unfortunately my idea to automatically transform the animations to account for different skeleton structures is failing rather dramatically right now. I have a few more ideas to try before I shelve the idea of automatic conversion.
ger4 Posted January 2, 2013 Posted January 2, 2013 Does anyone know anything about this aniamtion? http://up.mnty.net/img/up002942.jpg Thanks PS - In the next version of pose converter' date=' would it be possible to add an option to convert fallout 3/Vegas animations to oblivion? Thanks [/quote'] That's the plan...unfortunately my idea to automatically transform the animations to account for different skeleton structures is failing rather dramatically right now. I have a few more ideas to try before I shelve the idea of automatic conversion. Thanks, I didn't actually mean animations so i don'y know why i said that, sorry for the confusion. I was actually referring to the oblivion to skyrim pose option that allows you to make oblivion outfits assume the skyrim pose automatically. Would it be possible to do skyrim to oblivion as well?
gerra6 Posted January 2, 2013 Posted January 2, 2013 Thanks' date=' I didn't actually mean animations so i don'y know why i said that, sorry for the confusion. I was actually referring to the oblivion to skyrim pose option that allows you to make oblivion outfits assume the skyrim pose automatically. Would it be possible to do skyrim to oblivion as well? [/quote'] Yep, It will be updated with Skyrim and Fallout skeleton support in the next version. It's actually one of the test animations I use for my non-working automated animation converter.
gregathit Posted January 3, 2013 Author Posted January 3, 2013 Ok, WIP - 1st try at a more pronounced bbb for animation 83 from the 11-200 bbb pack. If you are using the Daedra Sutra this is animation 117. I am having one glitch that I know of: I have added bbb to the "offensive" positions for all but stage 1 (for those that use female futa PC's). For some strange reason I am getting a weird glitch when I bbb'fy stage 1. I will work on it tomorrow and figure out why\how it got screwed up. In the mean time you can give me some feedback on the rest of the animation. Other notes: I had to do the bbb'ing by hand on 5 of the stages as I could not get Gerra6's tool to make it look right. I am certain it is just my inexperience and not his tool.
legit1337 Posted January 3, 2013 Posted January 3, 2013 Ok' date=' WIP - 1st try at a more pronounced bbb for animation 83 from the 11-200 bbb pack. If you are using the Daedra Sutra this is animation 117. I am having one glitch that I know of: I have added bbb to the "offensive" positions for all but stage 1 (for those that use female futa PC's). For some strange reason I am getting a weird glitch when I bbb'fy stage 1. I will work on it tomorrow and figure out why\how it got screwed up. In the mean time you can give me some feedback on the rest of the animation. Other notes: I had to do the bbb'ing by hand on 5 of the stages as I could not get Gerra6's tool to make it look right. I am certain it is just my inexperience and not his tool. [/quote'] Yes! Awesome greg! Exactly what I was hoping for... that TYPE of bounce is perfect! Just tone down magnitude slightly because it stretches even DMRA...
gregathit Posted January 3, 2013 Author Posted January 3, 2013 Tone it down on just on the defensive positions or all of them?
legit1337 Posted January 3, 2013 Posted January 3, 2013 Tone it down on just on the defensive positions or all of them? Defensive only, the offender ones are good.
gregathit Posted January 3, 2013 Author Posted January 3, 2013 Tone it down on just on the defensive positions or all of them? Defensive only' date=' the offender ones are good. [/quote'] All of the defense or just some of them? I may or may not have to start over, as tweaking a tweaked version is difficult (say that 10 times fast). I will give it a shot on the 3rd stage (before the orgasm) and see what I can do to back it off just a bit.
legit1337 Posted January 3, 2013 Posted January 3, 2013 Tone it down on just on the defensive positions or all of them? Defensive only' date=' the offender ones are good. [/quote'] All of the defense or just some of them? I may or may not have to start over, as tweaking a tweaked version is difficult (say that 10 times fast). I will give it a shot on the 3rd stage (before the orgasm) and see what I can do to back it off just a bit. Yeah, all of them unfortunately. Don't get me wrong, I like how you animated them, but I'm getting noticeable stretching on even DMRA, and anything larger clips pretty badly.
gregathit Posted January 3, 2013 Author Posted January 3, 2013 Yeah' date=' all of them unfortunately. Don't get me wrong, I like how you animated them, but I'm getting noticeable stretching on even DMRA, and anything larger clips pretty badly. [/quote'] NP. Falling down is part of learning to walk....or in this case learning to animate.
gerra6 Posted January 3, 2013 Posted January 3, 2013 All of the defense or just some of them? I may or may not have to start over' date=' as tweaking a tweaked version is difficult (say that 10 times fast). I will give it a shot on the 3rd stage (before the orgasm) and see what I can do to back it off just a bit. [/quote'] I may be able to write a script that allows you to tone done (or exaggerate) movements in an animation by keyframe and by bone. Would that help reduce the pain of re-tweaking some of these animations?
gregathit Posted January 3, 2013 Author Posted January 3, 2013 All of the defense or just some of them? I may or may not have to start over' date=' as tweaking a tweaked version is difficult (say that 10 times fast). I will give it a shot on the 3rd stage (before the orgasm) and see what I can do to back it off just a bit. [/quote'] I may be able to write a script that allows you to tone done (or exaggerate) movements in an animation by keyframe and by bone. Would that help reduce the pain of re-tweaking some of these animations? More than you would ever imagine! Many animations have delays in which there is no action. I tried boxing in just the bouncing part as you talked about before but I never could get it to work. I most likely am doing something wrong or out of sequence but I can't figure it out. Either way some animations are good as they are if they can be tweaked to bounce just a tad more.
gerra6 Posted January 3, 2013 Posted January 3, 2013 More than you would ever imagine! Many animations have delays in which there is no action. I tried boxing in just the bouncing part as you talked about before but I never could get it to work. I most likely am doing something wrong or out of sequence but I can't figure it out. Either way some animations are good as they are if they can be tweaked to bounce just a tad more. I'll see what I can come up with. I think I can cobble something together from functions I've already written. For the second bit, it is important to think in terms of sine curves. By default, a single bounce follows an entire sine curve. Note, the amplitude of the last frame will be one frame from the start position, rather than the start position. Let's pretend that you are doing an 11 frame animation (1 - 12). here's the frame by frame breakdown: Frame 1: X, Y, Z position sine(0) * Amplitude = 0 Frame 2: X, Y, Z position sine(pi / 6) * Amplitude = .5 * Amplitude Frame 3: X, Y, Z position sine(2pi / 6) * Amplitude = .87 * Amplitude Frame 4: X, Y, Z position sine(3i / 6) * Amplitude = Amplitude Frame 5: X, Y, Z position sine(4pi / 6) * Amplitude = .87 * Amplitude Frame 6: X, Y, Z position sine(5pi / 6) * Amplitude = .5 * Amplitude Frame 7: X, Y, Z position sine(pi) * Amplitude = 0 Frame 8: X, Y, Z position sine(7pi / 6) * Amplitude = -.5 * Amplitude Frame 9: X, Y, Z position sine(8pi / 6) * Amplitude = -.87 * Amplitude Frame 10: X, Y, Z position sine(9pi / 6) * Amplitude = -1 * Amplitude Frame 11: X, Y, Z position sine(10pi / 6) * Amplitude = -.87 * Amplitude Frame 12: X, Y, Z position sine(11 * pi / 6) * Amplitude = -.5 * Amplitude This is set for a smooth transition back to the starting position of Frame 1. That's with a pi multipler of 1, offset of 0. Now let's say you wanted to manipulate that bounce. The three main tools are the discrete axial settings for Amplitude, pi multiplier, and pi offset. So, let's say that you want to start a bounce, have it hold a set position for a few frames, and then continue the motion. How would you do that? Well, first, decide where in the bounce you want things to stop. Let's say that you want a motion that bounces the breast up, and stops for five frames, then bounces the breast back to the starting position. This means that the first bounce uses 1/4 of the sine curve, with an offset of 0. The return bounce uses 1/4 of the sine curve, with an offset of pi / 2. So your settings might be SF (Start Frame): 1 EF (End Frame): 11 PO (pi Offset): 0 PM (Pi Multiplier):.25 followed by SF (Start Frame): 17 EF (End Frame): 28 PO (pi Offset): .5 PM (Pi Multiplier):.25 You can chop up the sine curve however you like with this method. You can even have the three separate axes doing totally different things...so you could have an up down bounce and a lateral movement that are offset in completely different ways to produce, for example, a circular breast bounce movement. Don't worry, all of this stuff will end up in the documentation whenever I feel confident enough in this tool to give it its own thread. At the moment it is very much a work in progress. I'm frankly amazed that you are having as much luck with it as you are. It occurs to me that I should probably add an option that modifies the way that partial curves work. In the specific example I gave, the hold position will actually be just shy of the full bounce position. It would be better if the hold position was the full bounce position, instead of one frame shy of the full bounce...I'll have to think of a way to implement this. Speaking of that...I'm thinking that the release should separate the Animation specific stuff from the Skryim to Oblivion pose conversion stuff.
gregathit Posted January 4, 2013 Author Posted January 4, 2013 Probably would be a good idea to break the animations specific scripts off from the pose stuff - provided that it does not lead to a ton of work for you. It doesn't bother me in the least if you left them all together.
gerra6 Posted January 4, 2013 Posted January 4, 2013 Probably would be a good idea to break the animations specific scripts off from the pose stuff - provided that it does not lead to a ton of work for you. It doesn't bother me in the least if you left them all together. They are all more or less separate modules. They use the same functions, but it's not a big deal to replicate the code.
gregathit Posted January 4, 2013 Author Posted January 4, 2013 Probably would be a good idea to break the animations specific scripts off from the pose stuff - provided that it does not lead to a ton of work for you. It doesn't bother me in the least if you left them all together. They are all more or less separate modules. They use the same functions' date=' but it's not a big deal to replicate the code. [/quote'] I fine with you leaving it all under one box the more I think about it. Your call.
TDA Posted January 4, 2013 Posted January 4, 2013 Oblivion or Skyrim tribadism 1,2 phase for Skyrim modders^ 1.shift of the collision (in animation) along the y axis is: def=-23 off=23 (rotated 180 degrees) 2. skeleton set to x,y=0 d=11 3. 3Dcamera set to x=0, y=66,-66, z=44, zAx=66(or zAx-180 for off) http://www.mediafire.com/?3sks43s890fh942
gregathit Posted January 4, 2013 Author Posted January 4, 2013 Thanks TDA! I have updated post 4 with a link to your animation so folks can find it. General Note: All animations in this thread can be found via looking at post 4 to either download or link to the page you can find them on. Post 4 is youf animations at a glance one stop shop.
gregathit Posted January 4, 2013 Author Posted January 4, 2013 OK, 2nd attempt at DS 117 and bbb 11-200 pack 83 - this version is toned down just a bit (If I tone it down any more we will be back to the original version) so hopefully it won't clip too badly. I tested it with both HGEC GM and HGEC Hcup and it seemed to look pretty good. Regarding the 1st stage of the offensive position - I am not "thrilled" how the bbb turned out, but it is passable I think. Let me know your thoughts.
legit1337 Posted January 4, 2013 Posted January 4, 2013 OK' date=' 2nd attempt at DS 117 and bbb 11-200 pack 83 - this version is toned down just a bit (If I tone it down any more we will be back to the original version) so hopefully it won't clip too badly. I tested it with both HGEC GM and HGEC Hcup and it seemed to look pretty good. Regarding the 1st stage of the offensive position - I am not "thrilled" how the bbb turned out, but it is passable I think. Let me know your thoughts. [/quote'] It's way better this time around! Agreed, the BBB on the offender in the first phase isn't exactly amazing, but I'm just glad it's there. I personally still think phase 1 and 2 needs some fine tuning, (phase 3 is amazing and awesome ) but that's to my own tastes, and can definitely live with the way it is now, if you want to make an official release go ahead. Thanks for all of you work on this greg! Things I think need fine tuning (just my opinion): -OP3 bone (nipples) on defenders goes out too far on phase1 and phase2 (looks like the boob is being stretched, only really noticeable on the larger bodies) -Offender phase1 BBB isn't that great :/ -Offender phase2 BBB could use work too, but it's not as bad But you got the level of bounce perfect. EDIT: Occasionally I get a glitch in the first phase... the defender changes colors slightly and her boobs zoom off into space for a second, then everything goes back to normal... It's only the first phase and it only happens occasionally... no idea whats going on here.
gregathit Posted January 4, 2013 Author Posted January 4, 2013 Let me take a look and see if I can tweak those couple of things. I might try to play around with the offensive 1st stage a bit to see if I can clean it up a tad. I really wasn't happy with it but I hated to hold up the whole thing for just that. Boy, I don't know about the glitch deal. I will check it out and see if I can replicate it. I tested the animation with a male\female then exited the game and then fired up the game and tested it with a female\female and I never had any glitching myself. I'll give it another round of testing after I mess with things again. However, it will probably be later tonight or tomorrow as I am right in the middle of doing another animation right now. I am adding bbb to DS 64.1 at the moment. I am really jazzed about how the defensive stage 3 turned out. It may be my best one yet....
legit1337 Posted January 5, 2013 Posted January 5, 2013 Let me take a look and see if I can tweak those couple of things. I might try to play around with the offensive 1st stage a bit to see if I can clean it up a tad. I really wasn't happy with it but I hated to hold up the whole thing for just that. Boy' date=' I don't know about the glitch deal. I will check it out and see if I can replicate it. I tested the animation with a male\female then exited the game and then fired up the game and tested it with a female\female and I never had any glitching myself. I'll give it another round of testing after I mess with things again. However, it will probably be later tonight or tomorrow as I am right in the middle of doing another animation right now. I am adding bbb to DS 64.1 at the moment. I am really jazzed about how the defensive stage 3 turned out. It may be my best one yet.... [/quote'] Sure thing, I like new releases no matter what they are
gerra6 Posted January 5, 2013 Posted January 5, 2013 I've been stuck trying to murder a very nasty crash bug in the BreakArmor framework today. I think it's finally squashed, so I'll be able to get back to Pose Converter. Hopefully I'll be able to complete some of those upgrades that I've been promising and post then soon. In particular, the animation magnifier function should be ready soon. Quick question on that one would you prefer the ability to magnify/reduce each axis of transform individually, or as a group. Or...I suppose...a button that toggles between linked/separated controls? One thing that has been very disappointing so far is my automated bone mapper...although I can now automatically generate transforms (animation pose keys) that will rotate the target bone into the pose orientation of the source bone, the effect on the underlying mesh is still spaghetti. I can't figure out why it's not working. And it seemed like such a good idea...grrrr....
Northern Posted January 5, 2013 Posted January 5, 2013 I imported your kf to one of my latest animations. The same toon as the one I just posted but I removed the IK constraints before. I tried it' date=' didn'nt worked. I selected all bones and created a key at 0 and at the end (600?). I selected all the bones and save the animation if max format (xaf). I then loaded yet the same or another animation, can't remember and with all bones selected imported the .xaf. Then... as usual. Cheers![/color'] I've tried out this animation-saving method before, but it is messing up the details, twisting the arms etc, there must be another way to fix that, ill look after as soon as i have the mood to sit down again with it.
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