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Lovers Animations Workshop - old one


gregathit

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Posted

New animations are great! Thanks Northern. By the way' date=' are you still planing to do a chair blowjob animation at some point?

 

PS - is the 'long version' of animation 2 available?

[/quote']

 

Thanks pal! Im just making the Fallout 3 scenes you've posted about 2 months ago. First one is complete. Damn, fucking is the best :D

I hope ill be successful with your screenshot sources, since i dont have the Fallout sex mods installed.

 

 

 

The long version available, but i rather keep it to myself, since the short version is more optimized for unisex, (bouncing boobs etc) and i see no reason to work more on the long version. I'll focus on your request mate :) I think ill finish it tomorrow, so stay tuned!

 

Thanks :D

Posted

Looks good ...

However' date=' I prefer not to disable the consciousness of actors ..

[/quote']

 

How do you deal with head tracking then?

Posted

By the way Northern, do you think this position http://www.loverslab.com/attachment.php?aid=9149 would make for a natural 2nd stage animation? A natural progression.

 

 

Here's some more F)£ shots for the sake of it. I'm not particularly bothered about these, but I thought they might provide some more inspiration

These are all licking animations.

 

http://www.loverslab.com/attachment.php?aid=7854

http://www.loverslab.com/attachment.php?aid=1299

http://www.loverslab.com/attachment.php?aid=1302

http://www.loverslab.com/attachment.php?aid=1301

 

 

and something that just interesting

 

http://img40.imageshack.us/img40/5751/falloutnv20120421160948.png

Posted

The master is back in business! All hail Northern!

 

/bow

 

/salute

 

btw, I´ve fixed that issue in 3DS max which I wrote you about, the one that kept me from exporting properly. Can´t even describe it, something in the "dope sheet" but it´s working now, lol.

I´ve messed a bit with anim 04, added bbb and better alignment, together with changing the time flow. I´ll test it tomorrow and report results.

Posted

Looks good ...

However' date=' I prefer not to disable the consciousness of actors ..

[/quote']

 

How do you deal with head tracking then?

 

1.not animate the head at all.(Actor himself (when animation playing) makes arbitrary movements.

2.Still there is a way off head tracking in the animation(limited).

3.Or create goals for a look.

 

All of this works, but it requires a lot of time to create the final version of animation.

==

By the way how you do the movement breasts?

I do not understand how to connect the element * Gravity * on some bones.

And create a simulation in animation. Or you use * Havoc reactor * ,to create a rendering, real physics objects.?

Posted

Hi!

1> Ok but that's because you don't have "distracting" actors. If you do, head tracking will give you an exorcist effect...

 

[video=youtube]

 

2> That I'd like to know. But still, you don't want your actor to be actioned while in the middle of something...

 

3> Will that not be overwritten by the player presence or so? And even, then you need to place a marker and move it for head movements no?

====

I just animate the OP bones (I personally never bothered with OP3 bones). I animate them like the rest of the body (put them in their position according to body & gravity) then I shift everything to create some bouncing/delay effect.

I do not use havok but if we could somehow weight the bodies with it, that'll simplify greatly our animations!:D

Posted

Good thing I got back to the Daedra Sutra with a vengeance today :P

 

I just have the Mushroom, starfish, and tentacle lady to finish up the creature animations now. Then, I can catalog all the stuff that is new in the last month or 2. Once this is done, organizing and renumbering everything can commence quite easily.

 

Eric

Posted

By the way Northern' date=' do you think this position http://www.loverslab.com/attachment.php?aid=9149 would make for a natural 2nd stage animation? A natural progression.

 

 

Here's some more F)£ shots for the sake of it. I'm not particularly bothered about these, but I thought they might provide some more inspiration

These are all licking animations.

 

http://www.loverslab.com/attachment.php?aid=7854

http://www.loverslab.com/attachment.php?aid=1299

http://www.loverslab.com/attachment.php?aid=1302

http://www.loverslab.com/attachment.php?aid=1301

 

 

and something that just interesting

 

http://img40.imageshack.us/img40/5751/falloutnv20120421160948.png

[/quote']

 

Of course, the second stage is exactly the same http://www.loverslab.com/attachment.php?aid=9149.

It is finished, making the third stage of it, and the finishing stage.

 

Ideas are good, but we already have something similar if im correct, the one in my mind also have cunt lick at third stage, and right/left breast lick in the first/second stage. Don't know its number atm.

 

@ to kasimir:

Thanks for the kind words!

Posted

You do not understand a bit:

(Details can be found on Youtube)

*Gravity:

cba3fb2806e04c81820b6a35ca176bb2.jpg

 

*Havoc reactor:

da27167456a85b36da7f7c9e29880963.jpg

 

All this for calculation of physics objects, I do not understand yet , how to connect it to the bones.

==1

Just get them to look at each other.

 

==2

I do not understand a bit of how it works, but it works, probably the case in the bone hierarchy, I just know the algorithm.

(An example of an animation for a bath:

http://oblivion.nexusmods.com/mods/42892

 

 

==3

I did it for a specific Lovers system (for Nehrim) - it works,

there for each pair is given a marker at which the actor looks. Parameters, angle, height, length is given in the ini (at the marker).

Posted

Didn't know you were talking about Max Havoc/PhysX I thought we were talking about Gamebryo engine ones...

 

That's far above my head, sorry :(

 

1> Will only work in a cell with the player and one NPC I think, other actors will reset that. Besides, depending on positions, you'll have Exorcist effect no matter what.

2> Thanks! I'll look through it.

3> Seems like a very complicated way to solve a non existing problem to me. If you say it works I trust you, but again, in one on one environment with no interaction from other NPCs or player. This is a particular case.

 

Time for bed now, be back tomorrow!

 

Nighty night guys.

Posted

Interesting anims northern... lol 02 is very long, is that the SHORT version? I shudder to think how long the "long" version was. 103 doesn't align well with futa models, though I know you didn't animate it for that.

Posted

103 doesn't align well with futa models' date=' though I know you didn't animate it for that.

[/quote']

 

If that is the case we will need to change the penis location of the futa models to closer match that of the male. Animators can't animate for two different cock positions on the same animation. As to the current "alignment" issue - can it be fixed by moving the futa gal around or is there some other problem? You might take a screen shot to help us figure out how off the futa cock is.

Posted

103 doesn't align well with futa models' date=' though I know you didn't animate it for that.

[/quote']

 

If that is the case we will need to change the penis location of the futa models to closer match that of the male. Animators can't animate for two different cock positions on the same animation. As to the current "alignment" issue - can it be fixed by moving the futa gal around or is there some other problem? You might take a screen shot to help us figure out how off the futa cock is.

 

I know, I went into the .ini and changed the futa penis to "up" and that helped a bit, but it is slightly off center on the axis I can't adjust on.

Posted

103 doesn't align well with futa models' date=' though I know you didn't animate it for that.

[/quote']

 

If that is the case we will need to change the penis location of the futa models to closer match that of the male. Animators can't animate for two different cock positions on the same animation. As to the current "alignment" issue - can it be fixed by moving the futa gal around or is there some other problem? You might take a screen shot to help us figure out how off the futa cock is.

 

I know, I went into the .ini and changed the futa penis to "up" and that helped a bit, but it is slightly off center on the axis I can't adjust on.

 

Again, a screenshot would help. Which futa cock are you using - there are several versions out there?

Posted

Interesting anims northern... lol 02 is very long' date=' is that the SHORT version? I shudder to think how long the "long" version was. 103 doesn't align well with futa models, though I know you didn't animate it for that.

[/quote']

 

02's short version longest scene (second phase if im correct) have about 1200 key frames, while the long one had 4000, so it is roughly x3,3 shorter. What ive learnt, is making long films is not the best idea, but when ive had something new in my mind, i just continuously added more and more from ideas, things i saw in the porn movies, like ass slap, thwacking the penis on pelvis etc. It doesn't mean i won't add these ideas into another anim in the upcoming ones :)

 

About futa, the 103 is all about the penis/scrotum so it isn't really possible to rework all the four phases for futa, it would take too much time from other anims i have in my mind, and soon ill have to go work again, im sorry Legit1337. This this particular man pleasuring animation is quite rare and hopefully you won't encounter too much graphical errors in this project.

Posted

Grumpf: Are my eyes deceiving me? the second couple to be added (at the 05 second mark) did have a bouncing butt right? I thought it looked ok. The main drawback here is if the butt bounces the same as the breasts then you have to watch out you don't cause the butt to go all funky. If the two can't bounce at different levels then it may be more of a hindrance as it will remove some of the breast bounciness (to keep the butt bouncing reasonable).

 

Yes that's my point. We need to use the "cheeks" bones to weight the butt' date=' not the OP ones. So someone that knows how to weight a body needs to create a DMRA 4B for us.

 

Animators can then completely ignore those bones or not without affecting the game.

[/quote']

 

Got it. I think I will contact gerra6 to see if he can pull this off.

 

I'm a bit bogged down with projects at the moment. However, I would be willing to write a Blender script that would do a chunk of the work for anyone who would care to attempt it.

 

I'll have to write the script anyways if I am going to update Setbody Reloaded lower bodies to take advantage of the new skeleton/animations. But I'll leave the non setbody reloaded body re-weighting to someone else.

 

So, what skeleton are we using to get a non op3 BB effect? And what's the *exact* bone name that we are using?

Posted

Hi guys:

 

1 For the Futa/Penis/Strapon.

 

It's a lot easier to create one from the others, even if it's for one particular animator. So let's just assume Animator X is using this mesh for his animatiions; then we simply need to create other objects based on the one mesh he used. A lot easier than to fiddle with .ini or create separate animations.

 

I think it's a lot easier to use a body without the F/P/SO and add it later. This way we can play with different ones that the animator should provide.

 

Now, for new animations, that should not prevent us to decide on a standard. Best would actually to "bone" the boner so we can move/tilt it a bit...

 

2 For the 4B:

 

All we need is a new body with the cheeks weighted using R Buttock and L Buttock bones of "Universal Skeleton v181 "controllable version" by Growlf".

 

That's it, nothing else.

 

-> If we do that, OP bones will not destroy the 4B body animations, R&L Buttocks bones can be ignored in animations. All we can do, is change the walking idles to copy the movements of the OP bones to the L&R Buttocks ones to make them compatible with our new standards.

 

This is where your scripts, my dear Gerra, will be useful!

 

So guys, shouldn't we start a new pack including all the bodies/F/P/SO & Skeleton we plan to use and name it something like LabPack standard etc?

 

Just throwing out ideas here. You tell me.

 

Cheers!:D

Posted

Grumpf, I agree with picking the bodies\skeleton. I have listed some in the OP. Now we just need you guys to decide if those are acceptable to you and I can make a base animation resource pack (or call it as you said "LabPack standard").

Posted

As promised, there is the new stuff Ger4, animations from Fallout 3 screenshots :D

It was like resurrect a dinosaur from its DNA-less fossils, i can only hope that i was successful enough with it.

The process was easy, and i think this is the most errorless work of mine, when i gave it a test at the first time, everything was correct.

Happiness!

 

Number 104, taken from Nusbie's documentations, "From Behind,, section.

 

Screenshots:

post-653-13597880903033_thumb.jpgpost-653-13597880904128_thumb.jpgpost-653-13597880905288_thumb.jpgpost-653-13597880906918_thumb.jpg

 

File:

 

 

 

Next will be a blowjob on chair

 

Enjoy

Posted

Yup.

What do you think guys of my proposal to separate the P/F/SO from the lower body nif?

 

So that would mean the futa/penis would join SO as separate objects/meshes? Called/Activated (how?) during animations, via scripts? How would you then solve object alignment, create it just for one body type, size, shape?

 

I'm okay with it, as long as the resulting new futa/penis objects aren't just 'extreme' versions. Would this separation also allow for future angular manipulation of them in animations?

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