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Lovers Animations Workshop - old one


gregathit

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Posted

 

 

 

We are all working toward the same goal which is to clean up and tweak these animations to get them as well done as possible. I care absolutely nothing for credit or any another other accolade.

 

Feel free to tweak ANYTHING I do. I am very much a novice (been using blender only a short time) so I am still getting a feel for things. I appreciate any help and any improvement!!!! :D

 

 

 

Okay. I´ll throw my stuff in, as soon as I have a bunch ready to go.

So far I´m only working on the def-side.

Posted

Grab the ini fix for motion 9.

 

I'll look at 02 to see if I can find the glitch.

 

So you think the 3rd phase is worse than the previous. I moved the left leg so it would be different (the 3rd phase was just a sped up version of the 2nd stage). I could always switch it back if the consensus didn't like the new left leg placement.

 

05 may be a lost cause. I'll see if I can fuss with it a tad more but with the odd body angle it is hard to make things bounce without stretching...at least for me anyway.

 

 

EDIT: I can't find anything wrong with 02. What type of glitch do you see?

 

@greg

 

For 02 right nipple on offender goes flying off into oblivion in phase 2, looks like a single vertex got screwed up or something.

 

Yea I liked the original 03 (phase 3) better, the new one just looks like a faster first stage.

 

And for 05... shame, its a good anim.

 

I have been meaning to pick up gerra's script and try this myself but I have been getting sidetracked trying to mess with the construction set to get CM partners no longer dependant on the mod, because CM is a pain in the ass and I hate it, but I love my companions.

 

-----------------------------------------------

 

EDIT: I have some requests as to what anims should be converted next! Feel free to just ignore this, but I think I have chosen the best looking anims that would look amazing if not for nonexistant/lackluster BBB. This goes for greg and kasimir.

 

In the daedra sutra:

 

11.2

14

40 (already pretty good but i think it could be better)

44.3

109

115

116

118

119

120

144.1

Posted

Okay. I´ll throw my stuff in' date=' as soon as I have a bunch ready to go.

So far I´m only working on the def-side.

[/quote']

 

Fantastic! :D

 

 

My only goal is to have 200 unique bouncing breast animations for folks to use. Who does what is completely fine. If you want to rework any or all that I have done thus far feel free to! Choose what you want to do and go for it! Everyone (me included) will take any improvement we can get!

 

 

@leggit1337 - let me see what I can do.

 

I know that I can fix 02 (I only looked at the defensive animation so I never spotted the offensive glitch).

 

03 - let me look at it one more time

 

05 - I may attempt it once more tomorrow.

 

For the rest of tonight I am taking a break to play borderlands 2! Gotta kill me some stuff with big guns! :P

Posted

11.2, 44.3 are Donkey made animations so I won't be touching them. I do not have permission to modify or distribute them (that is why the animations are not included in the DS - just screenshots).

 

I will take a look at the others you have listed. Some actually contain pretty decent bbb work, so I am not all that sure I can improve upon it.

 

As to the glitch in the 02 - I can't replicate it on the offender or defender. I looked over the blend file and can't find anything fishy so I don't know what to do at this point.

Posted

All right here are the "Lifting" animations redone. I tried to make it as believable as possible by, for example, keeping the center of gravity... But this is still a nearly impossible to do pose unless you are an athlete and your partner a French petite of 45Kg...

 

Here is the link to a video:

Lift.zip

Posted

All right here are the "Lifting" animations redone. I tried to make it as believable as possible by' date=' for example, keeping the center of gravity... But this is still a nearly impossible to do pose unless you are an athlete and your partner a French petite of 45Kg...

 

Here is the link to a video:

good work.

Posted

Thanks Buddy!

 

But why the actors were deployed to 90 degrees?

 

I understand that Bip01 crooked exported, but you can not use it in animation (use Pelvis with position constraint).

(Unless of course, You need not a REAL movement in the game world during the act.)

Posted

Thanks Buddy!

 

But why the actors were deployed to 90 degrees?

 

I understand that Bip01 crooked exported' date=' but you can not use it in animation (use Pelvis with position constraint).

(Unless of course, You need not a REAL movement in the game world during the act.)

[/quote']

 

 

He uses 3dsmax and that is one of the things the program does. :-/

Posted

He uses 3dsmax and that is one of the things the program does. :-/

 

Fortunately, the Pose converter has a setting that can be used to automatically correct any extra rotations.

Posted

@greg

 

Here is a screenshot of the problem.

 

That comes from a bug in the way that OP1 scale bones were implemented in the controllable skeleton. To fix it in the animation, set the OP3 scale setting to the inverse of the OP1 scale setting. So if the OP1 scale bone is set to 2 on a particular axis, set the OP3 bone scale setting to 1/2, for example.

 

Note: I am working on an automated fix for this particular scale problem. The primary goal is to fix the scale animations from the Growlf's resizing tool, but the core method should work for any OP1 scale corrections.

Posted

Wait, I am pretty damn certain I did not touch the scale bone. In fact I went back and removed all scale bone edits as they bork up animations. Unless I am misunderstanding something here.

 

Anyway I reran the 02x2 offensive position through blender again. See if this is better, worse or no change.

02_OffMotionx2.7z

Posted

Wait' date=' I am pretty damn certain I did not touch the scale bone. In fact I went back and removed all scale bone edits as they bork up animations. Unless I am misunderstanding something here.

 

Anyway I reran the 02x2 offensive position through blender again. See if this is better, worse or no change.

[/quote']

 

Weird. Well, it could also be caused by a y-axis loc transform on the OP3 bone (Or z-axis depending on the orientation of the bone). It looks like a setting of ~1 would give that kind of shift.

Posted

@kasimir

 

I hate to say this, and I don't mean this as an insult, but I don't really like that anim 14 at all. The boobs look like they are being pushed up when they should look like they are jiggling. Also the delay is off, the boobs move way after the defender moves... it's really noticeable and looks weird.

Posted

Ok, here is probably my last attempt at animation 05: 05 test patch.7z

The boobs are stretched as bad in this version, at least to me anyway.

 

-------

 

 

This is an alternate 03def x3 and 03off x3 that I made (I did not like the hand placement for them): 03 test patch.7z

 

 

Let me know what you guys think.

 

 

-------

 

@legit1337 - did the 02x2 fix things for you that was in post 514?

Posted

All right here are the "Lifting" animations redone. I tried to make it as believable as possible by' date=' for example, keeping the center of gravity... But this is still a nearly impossible to do pose unless you are an athlete and your partner a French petite of 45Kg...

 

Here is the link to a video:

 

Dude!! ......DUDE!!!!

That is a bloody awesome animation!!!! MORE PLEASE!!!! :D

 

 

Ok, I could not resist and added bouncing breasts to it (I removed your breast scaling as that has nasty ramifications for others I noticed). I kept the naming convention and all that jazz the same so "hopefully" you can drop this in and give it a look without having to do anything. I am curious what you think of it and whether I should do the others or quit while I am behind......:P

 

This file is for Grumpf: LifTop0.7z

To others: - you are welcome to download it but it is NOT in the lovers format so it won't work unless you know how to use nifskope!

Posted

Thanks Buddy!

 

But why the actors were deployed to 90 degrees?

 

I understand that Bip01 crooked exported' date=' but you can not use it in animation (use Pelvis with position constraint).

(Unless of course, You need not a REAL movement in the game world during the act.)

[/quote']

 

 

He uses 3dsmax and that is one of the things the program does. :-/

 

But I'm talking about 3dsmax too.

505c787675cce426c16616bd5ff6f4f0.jpg986c23829b14ceda921a42b1bf9dd8cb.jpg

Posted

But why the actors were deployed to 90 degrees?

I understand that Bip01 crooked exported' date=' but you can not use it in animation (use Pelvis with position constraint).

(Unless of course, You need not a REAL movement in the game world during the act.)

[/quote']

Hi TDA, sorry I didn't really understand :(

You meant why do I go on with a 90° rotated BIP01 during animations?

 

My issue is that I have many many markers I used in so many cutscenes that even if I could fix the 90° issue, I'll have to go through the entire mod and re-test every animation again to be certain it'll work. That's too much work. On the other hand, for next engine, we can start on a good base and fix it.

 

Can you explain your method as I would like to use it from now one.

Thanks!!!

 

Posted

Ok' date=' I could not resist and added bouncing breasts to it (I removed your breast scaling as that has nasty ramifications for others I noticed). I kept the naming convention and all that jazz the same so "hopefully" you can drop this in and give it a look without having to do anything. I am curious what you think of it and whether I should do the others or quit while I am behind......:P

[/quote']

Hey thanks a lot!

I tried the file but it stopped after a quarter of the loop so I decided to import it in Max, save the OPBones animations, load my last one and apply the OP animation. Re-export it. It stopped looping after first run???

 

I reload my last max with your modification and discover a rogue keynote at 0 for Bip01 with nothing in it... Deleted it, re-export it and now it works...

 

On the other hand, I'd like the amplitude of the bouncing slighlty reduced as for big boobs it's a bit too much.

 

But the movement generated is a lot better than some manual BBB! Thanks again!

Posted

But why the actors were deployed to 90 degrees?

I understand that Bip01 crooked exported' date=' but you can not use it in animation (use Pelvis with position constraint).

(Unless of course, You need not a REAL movement in the game world during the act.)

[/quote']

Hi TDA, sorry I didn't really understand :(

 

Can you explain your method as I would like to use it from now one.

Thanks!!!

 

no, i can not explain ... - video added:

Posted

Hey thanks a lot!

I tried the file but it stopped after a quarter of the loop so I decided to import it in Max' date=' save the OPBones animations, load my last one and apply the OP animation. Re-export it. It stopped looping after first run???

 

I reload my last max with your modification and discover a rogue keynote at 0 for Bip01 with nothing in it... Deleted it, re-export it and now it works...

 

On the other hand, I'd like the amplitude of the bouncing slightly reduced as for big boobs it's a bit too much.

 

But the movement generated is a lot better than some manual BBB! Thanks again![/color']

 

Rouge keynote at zero? Weird. My blend file starts at 1 so perhaps it was a max\blender conversion glitch.

 

Anyway, I most certainly can reduce the bounce and send you the full set if you want them.

Posted

Well, in fact if I have a library of 4 angles and 60/45/30 FPS it's more or less everything I'll ever need.

 

So for example, body standing up will be 90°, face down 0, face up 180 and "feet up" 270. Then I can simply export the animation of the OP bones and load it into a non BBB one. That's more or less what I do already. But what you did looked a lot better.

 

Now the challenge for Gerra will be to detect BIP01Pelvis position and BIP01 displacement amplitude and frequency. With that you can auto generate BBB... And if you want to be really fancy, take into account Spine bones rotations and movements... Won't that be a wonderful scientific phD thesis in math and computer science???

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