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Lovers Animations Workshop - old one


gregathit

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Posted

 

Typo. I "meant" to type a "than" instead of "and". :blush:

Fixed it above.

 

Again' date=' if there are adjustment issues that need to be addressed due to "not" being able to move forward\backward let me know, otherwise I will leave it as it sits.

 

Well, I skipped working on my "chosen" cue and started in on group 1 (the from behind group) and DAMN!!!! I have five pages of notes on stuff to fix for animations 54-99 (not including adding bbb). This is seriously going to take me a while....:(

[/quote']

 

Any adjustments to the tools that I could make to make the job easier?

Posted

Any adjustments to the tools that I could make to make the job easier?

 

Thanks but unfortunately not. In an effort to clean up the animations there are legs, arms and what not out of place, animations sets that move around so you can't set things from one stage to the next and on and on. Each one takes a bit to try to correct since I am not all that skilled. It is all just grunt work. I was just shocked all all the stuff that I found. Once you start learning how to tinker with things you just keep tinkering.......and tinkering......and well you get the picture.

 

The good side to all of it is that this is the perfect way to practise animating. Figuring out how to correct things is tons easier than trying to animate from scratch. I get a little faster\better with each one I do. ;)

 

 

Thanks for your kind offer though. :D

Posted

Hey greg, a couple of issues I noticed with the anims you already have already done.

 

DS #:

-14 it looks good, but it could be a bit more excessive (this is just my opinion, if you like it the way it is feel free to ignore)

-Your 114 is good, but it is missing the first phase shown in the Daedra sutra... the first phase in yours is a copy of the second phase.

 

-----------

Also I have some additional requests. Feel free to add these to your "to do" pile. I don't expect you to drop what you are doing so don't worry about it. Just keep doing what you feel like.

 

DS #:

-53

-111

-112

-122

Posted

I have so much going that I probably won't do anything more to 14. If I keep tinkering with just one animation then I will never get done. After I get completely wrapped up I may then revist things if I am not completely sick of animating at that point. :)

 

The 1st stage in 114 from the DS is broken on the defender. The boobs fly all over the place (hence why I used stage 2 twice). I'll take a look at fixing it when I get to group 0 (cowgirl). I had intended on starting work on that group and got distracted with doing group 1. :)

 

The others on your list will most definately get done when I get to their groups.

 

Now that I have my corrections notes completed, I am working on animation 54 from the 11-200 bbb pack right now (or DS 11).

Posted

I have so much going that I probably won't do anything more to 14. If I keep tinkering with just one animation then I will never get done. After I get completely wrapped up I may then revist things if I am not completely sick of animating at that point. :)

 

The 1st stage in 114 from the DS is broken on the defender. The boobs fly all over the place (hence why I used stage 2 twice). I'll take a look at fixing it when I get to group 0 (cowgirl). I had intended on starting work on that group and got distracted with doing group 1. :)

 

The others on your list will most definately get done when I get to their groups.

 

Now that I have my corrections notes completed' date=' I am working on animation 54 from the 11-200 bbb pack right now (or DS 11).

[/quote']

 

Roger that, ready and waiting. Just downloaded blender (the pack with the .nif export scripts) and am looking at basic tutorials on youtube.

 

Ihavenoideawhatimdoing.jpg

Posted

 

Roger that' date=' ready and waiting. Just downloaded blender (the pack with the .nif export scripts) and am looking at basic tutorials on youtube.

 

Ihavenoideawhatimdoing.jpg

[/quote']

 

Yeah...that happens.

 

I highly recommend grabbing a few of my scripts (especially pose converter) and reading the Oblivion Adult Animation Tutorial

 

And, of course, ask lots of questions.

Posted

I recommend exactly what Gerra6 points out. Don't be like me and dive in and just start F'ing with stuff. While I "did" eventually sort it out (kinda sorta anyway) it cost me a lot of wasted time and mental fatigue. Most of the stuff I screwed up was covered in the tutorial. I had to say RTFM to myself quite a few times. :)

Posted

Ok,

 

I need some feed back here on bbb pack 54 or DS 11. I rotated the offensive pose feet down and also rotated the defensive pos body up just a bit so you can see knockers swinging, plus of course adding the BBB to it. The bbb is there on the offensive as well but it is more subtle due to the posistion of the body.

 

In addition to the above changes what are your thoughts on the offensive pose? Shoud he really be standing or should he be kneeling\squating behind her with his legs inside hers?

 

I am moving on to animation 55 but I am interested in your thoughts on 54.

 

Cheers,

-Greg

Testing release BBB pack 54 or DS 11 - WIP-1.7z

Posted

Ok' date='

 

I need some feed back here on bbb pack 54 or DS 11. I rotated the offensive pose feet down and also rotated the defensive pos body up just a bit so you can see knockers swinging, plus of course adding the BBB to it. The bbb is there on the offensive as well but it is more subtle due to the posistion of the body.

 

In addition to the above changes what are your thoughts on the offensive pose? Shoud he really be standing or should he be kneeling\squating behind her with his legs inside hers?

 

I am moving on to animation 55 but I am interested in your thoughts on 54.

 

Cheers,

-Greg

[/quote']

 

I like it greg, no problems with it, the level of bounce is good too.

 

I actually like the "offender" standing because it gives the anim a little something different from the others in the "standing back" series.

 

The cumming phase is terrible though (in terms of the anim, not BBB)... so much wasted potential.

Posted

 

Roger that' date=' ready and waiting. Just downloaded blender (the pack with the .nif export scripts) and am looking at basic tutorials on youtube.

 

Ihavenoideawhatimdoing.jpg

[/quote']

 

Yeah...that happens.

 

I highly recommend grabbing a few of my scripts (especially pose converter) and reading the Oblivion Adult Animation Tutorial

 

And, of course, ask lots of questions.

"Ehh, boobs, not so inter- Ohey, male version! :D"

I recommend exactly what Gerra6 points out. Don't be like me and dive in and just start F'ing with stuff. While I "did" eventually sort it out (kinda sorta anyway) it cost me a lot of wasted time and mental fatigue. Most of the stuff I screwed up was covered in the tutorial. I had to say RTFM to myself quite a few times. :)

 

I do this a lot. I learn things*, but I could probably have spent a quarter of the time searching for a tutorial, and half of it doing what I need to :B

 

*Some things. Slowly :rolleyes:

Posted

Lovers Animation Workshop Skeleton Proposal

 

This package will contain three skeletons to be used with the animations created in the Lovers Animation Workshop

 

skeleton.nif (Maximum Compatibility Skeleton)

This is the default skeleton, containing all bones included in the Growlf's Controllable Skeleton as well as the tongue, balls, penis, and new breast and buttock scale bones, and any other bones that are requested to be added by the community.

 

skeletonperf.nif (Performance Skeleton)

This will be a skeleton with extraneous bones removed with an eye to improving game performance. Any bones that have no known animation support (and no planned animations) should be removed from this skeleton. Bones marked with a [P] will be removed from this skeleton.

 

skeletonmin.nif (Modder's Skeleton)

This is a more extremely stripped down version of the performance skeleton with an eye on removing clutter to make life easier for animators. Many bones that should not ordinarily be modified, such as scale bones, have been removed in addition to bones with no known amination support. Bones marked with a [M] will be removed from this skeleton.

 

Bones marked with [PM] will be removed from both skeletonperf.nif and skeletonmin.nif, but not skeleton.nif.

 

Please take a look at the bone list and let me know if there is any controversy about the keep/delete list.

 

Proposed bones:

(Note, naming conventions retained for compatibility reasons)

 

 

 

Bip01 penis01

Bip01 penis02

Bip01 penis03

Bip01 penis04

Bip01 penis05

Bip01 penisroot

BackWeapon

Bip01

Bip01 Balls

Bip01 Buttock.L

Bip01 Buttock.R

Bip01 Calf.L

Bip01 Calf.R

Bip01 Clavicle.L

Bip01 Clavicle.R

[PM] Bip01 DrakeArmBlades1.L

[PM] Bip01 DrakeArmBlades1.R

[PM] Bip01 DrakeArmBlades2.L

[PM] Bip01 DrakeArmBlades2.R

[PM] Bip01 DrakeArmBlades3.L

[PM] Bip01 DrakeArmBlades3.R

[PM] Bip01 DrakeArmBlades4.L

[PM] Bip01 DrakeArmBlades4.R

[PM] Bip01 DrakeTailBlade.L

[PM] Bip01 DrakeTailBlade.R

[PM] Bip01 DrakeWingFinger01.L

[PM] Bip01 DrakeWingFinger01.R

[PM] Bip01 DrakeWingFinger1.L

[PM] Bip01 DrakeWingFinger1.R

[PM] Bip01 DrakeWingFinger11.L

[PM] Bip01 DrakeWingFinger11.R

[PM] Bip01 DrakeWingFinger12.L

[PM] Bip01 DrakeWingFinger12.R

[PM] Bip01 DrakeWingFinger2.L

[PM] Bip01 DrakeWingFinger2.R

[PM] Bip01 DrakeWingFinger21.L

[PM] Bip01 DrakeWingFinger21.R

[PM] Bip01 DrakeWingFinger22.L

[PM] Bip01 DrakeWingFinger22.R

[PM] Bip01 DrakeWingFinger3.L

[PM] Bip01 DrakeWingFinger3.R

[PM] Bip01 DrakeWingFinger31.L

[PM] Bip01 DrakeWingFinger31.R

[PM] Bip01 DrakeWingFinger32.L

[PM] Bip01 DrakeWingFinger32.R

[PM] Bip01 DrakeWingFinger4.L

[PM] Bip01 DrakeWingFinger4.R

[PM] Bip01 DrakeWingFinger41.L

[PM] Bip01 DrakeWingFinger41.R

[PM] Bip01 DrakeWingFinger42.L

[PM] Bip01 DrakeWingFinger42.R

[PM] Bip01 DrakeWingForearm.L

[PM] Bip01 DrakeWingForearm.R

[PM] Bip01 DrakeWingForearmTwist.L

[PM] Bip01 DrakeWingForearmTwist.R

[PM] Bip01 DrakeWingHand.L

[PM] Bip01 DrakeWingHand.R

[PM] Bip01 DrakeWingHandFold.L

[PM] Bip01 DrakeWingHandFold.R

[PM] Bip01 DrakeWingUpperArm.L

[PM] Bip01 DrakeWingUpperArm.R

[PM] Bip01 DrakeWingUpperArmTwist.L

[PM] Bip01 DrakeWingUpperArmTwist.R

Bip01 Finger0.L

Bip01 Finger0.R

Bip01 Finger01.L

Bip01 Finger01.R

Bip01 Finger02.L

Bip01 Finger02.R

Bip01 Finger1.L

Bip01 Finger1.R

Bip01 Finger11.L

Bip01 Finger11.R

Bip01 Finger12.L

Bip01 Finger12.R

Bip01 Finger2.L

Bip01 Finger2.R

Bip01 Finger21.L

Bip01 Finger21.R

Bip01 Finger22.L

Bip01 Finger22.R

Bip01 Finger3.L

Bip01 Finger3.R

Bip01 Finger31.L

Bip01 Finger31.R

Bip01 Finger32.L

Bip01 Finger32.R

Bip01 Finger4.L

Bip01 Finger4.R

Bip01 Finger41.L

Bip01 Finger41.R

Bip01 Finger42.L

Bip01 Finger42.R

Bip01 Foot.L

Bip01 Foot.R

Bip01 Forearm.L

Bip01 Forearm.R

Bip01 ForearmTwist.L

Bip01 ForearmTwist.R

Bip01 Hand.L

Bip01 Hand.R

Bip01 Head

[PM] Bip01 Hp1.L

[PM] Bip01 Hp1.R

[PM] Bip01 Ma.L

[PM] Bip01 Ma.R

Bip01 Neck

Bip01 Neck1

Bip01 NonAccum

Bip01 Op1.L

Bip01 Op1.R

Bip01 Op2.L

Bip01 Op2.R

Bip01 Op3.L

Bip01 Op3.R

Bip01 Pelvis

[PM] Bip01 Pussy01.L

[PM] Bip01 Pussy01.R

[PM] Bip01 Pussy02.L

[PM] Bip01 Pussy02.R

Bip01 Shoe.L

Bip01 Shoe.R

Bip01 Shoulder Helper.L

Bip01 Shoulder Helper.R

Bip01 Spine

Bip01 Spine1

Bip01 Spine2

Bip01 Tail01

Bip01 Tail02

Bip01 Tail03

Bip01 Tail04

Bip01 Tail05

Bip01 Tail06

Bip01 Tail07

Bip01 Tail08

[PM] Bip01 Tail60

[PM] Bip01 Tail61

[PM] Bip01 Tail62

[PM] Bip01 Tail63

[PM] Bip01 Tail63a

[PM] Bip01 Tail64

[PM] Bip01 Tail65

[PM] Bip01 Tail66

[PM] Bip01 Tail67

[PM] Bip01 Tail67a

[PM] Bip01 Tail68

[PM] Bip01 Tail69

[PM] Bip01 Tail70

[PM] Bip01 Tail71

[PM] Bip01 Tail71a

[PM] Bip01 Tail72

[PM] Bip01 Tail73

[PM] Bip01 Tail74

[PM] Bip01 Tail75

[PM] Bip01 Tail75a

[PM] Bip01 Tail76

[PM] Bip01 Tail77

[PM] Bip01 Tail78

[PM] Bip01 Tail79

[PM] Bip01 Tail79a

[PM] Bip01 Tail80

[PM] Bip01 Tail81

[PM] Bip01 Tail82

[PM] Bip01 Tail83

[PM] Bip01 Tail83a

[PM] Bip01 Tail84

[PM] Bip01 Tail85

[PM] Bip01 Tail86

[PM] Bip01 Tail87

[PM] Bip01 Tail87a

[PM] Bip01 Tail88

[PM] Bip01 Tail89

[PM] Bip01 Tail90

[PM] Bip01 Tail91

[PM] Bip01 Tail91a

Bip01 TailRoot

Bip01 Thigh.L

Bip01 Thigh.R

Bip01 Toe0.L

Bip01 Toe0.R

Bip01 UpperArm.L

Bip01 UpperArm.R

Bip01 UpperArmTwist.L

Bip01 UpperArmTwist.R

[PM] Bip01 VaginaLips.L

[PM] Bip01 VaginaLips.R

[PM] Bip01 VaginaWalls.L

[PM] Bip01 VaginaWalls.R

[M] Bip01 Whip01

[M] Bip01 Whip02

[M] Bip01 Whip03

[M] Bip01 Whip04

[M] Bip01 Whip05

[M] Bip01 Whip06

[M] Bip01 Whip07

[M] Bip01 Whip08

[M] Bip01 WhipRoot

Bip01 Wing 01 L

Bip01 Wing 01 R

Bip01 Wing 02 L

Bip01 Wing 02 R

Bip01 Wing 03 L

Bip01 Wing 03 R

Bip01 Wing 04 L

Bip01 Wing 04 R

Bip01 Wing 05 L

Bip01 Wing 05 R

Bip01 Wing 06 L

Bip01 Wing 06 R

Bip01 Wing 07 L

Bip01 Wing 07 R

Bip01 Wing 08 L

Bip01 Wing 08 R

Bip01 Wing 09 L

Bip01 Wing 09 R

Bip01 Wing 10 L

Bip01 Wing 10 R

[PM] Bip01 Wingalexscorpion 01 L

[PM] Bip01 Wingalexscorpion 01 R

[PM] Bip01 Wingalexscorpion 02 L

[PM] Bip01 Wingalexscorpion 02 R

[PM] Bip01 Wingalexscorpion 03 L

[PM] Bip01 Wingalexscorpion 03 R

[PM] Bip01 Wingalexscorpion 04 L

[PM] Bip01 Wingalexscorpion 04 R

[PM] Bip01 Wingalexscorpion 05 L

[PM] Bip01 Wingalexscorpion 05 R

[PM] Bip01 Wingalexscorpion 06 L

[PM] Bip01 Wingalexscorpion 06 R

Bip01 Wrist Helper.L

Bip01 Wrist Helper.R

[PM] Bip01 pony chub

[PM] Bip01 pony no R motion

[PM] Bip01 pony no motion 1

[PM] Bip01 pony1

[PM] Bip01 pony10

[PM] Bip01 pony11

[PM] Bip01 pony12

[PM] Bip01 pony13

[PM] Bip01 pony14

[PM] Bip01 pony2

[PM] Bip01 pony3

[PM] Bip01 pony4

[PM] Bip01 pony5 no motion

[PM] Bip01 pony6

[PM] Bip01 pony7

[PM] Bip01 pony8

[PM] Bip01 pony9

[PM] Bip01 poyas1

[PM] Bip01 poyas2

[PM] Bip01 poyas3

[PM] Bip01 poyas4

[PM] Bip01 wingsWingalexscorpionnomo

Bip01_tongue01

[M] Bip01_tongue01 SC

Bip01_tongue02

[M] Bip01_tongue02 SC

Bip01_tongue03

[M] Bip01_tongue03 SC

Bip01_tongue04

[M] Bip01_tongue04 SC

Bip01_tongue05

[M] Bip01_tongue05 SC

Bip01_tongue06

[M] Bip01_tongue06 SC

Bip01_tongue07

[M] Bip01_tongue07 SC

Bip01_tongue08

[M] Bip01_tongue08 SC

Bip01_tongue09

[M] Bip01_tongue09 SC

Bip01_tongue10

[M] Bip01_tongue10 SC

Bip01_tongueRoot

Camera01

Quiver

Quiver2

[M] ReScale L Calf

[M] ReScale L Clavicle

[M] ReScale L Foot

[M] ReScale L Forearm

[M] ReScale L Hand

[M] ReScale L Thigh

[M] ReScale L UpperArm

[M] ReScale R Calf

[M] ReScale R Clavicle

[M] ReScale R Foot

[M] ReScale R Forearm

[M] ReScale R Hand

[M] ReScale R Thigh

[M] ReScale R UpperArm

[M] Scale L Clavicle

[M] Scale L Forearm

[M] Scale L Hand

[M] Scale L UpperArm

[M] Scale R Clavicle

[M] Scale R Forearm

[M] Scale R Hand

[M] Scale R UpperArm

[M] Scale Shoe

SideWeapon

Torch

Weapon

magicNode

[M] scale L Buttock

[M] scale L Calf

[M] scale L Foot

[M] scale L Op1

[M] scale L Op2

[M] scale L Op3

[M] scale L Thigh

[M] scale L Toe0

[M] scale NonAccum

[M] scale Pelvis

[M] scale R Buttock

[M] scale R Calf

[M] scale R Foot

[M] scale R Op1

[M] scale R Op2

[M] scale R Op3

[M] scale R Thigh

[M] scale R Toe0

 

 

 

Note regarding scale bones and what should you do with them, when they should be used, and when should they not be used.

 

 

The concept behind scale bones is surprisingly simple. As any animator knows, you can modify the scale of any bone at will in your animations...so why would you need a special bone just for altering scale?

 

Well, what if you want an idle animation that makes a body part grow, say, boobs. The animation works great, every NPC running that idle animation has giant breasts, you live in a horrible paradise of terrifying back pain. But what happens when some other animation attempts to animate the breasts (say, BBB). Exactly what you might expect...the breast size animation gets overridden by the new animation.

 

The solution that Talkie Toaster devised was to add a very basic extra bone and parent it to the bone that you wish to modify. See: http://niftools.sourceforge.net/forum/viewtopic.php?f=16&t=2578

 

This allows you to create an animation that, for example, increases breast size and is not overridden by a BBB animation.

 

What this means is that you *should not touch* scale bones in any animation unless it is an idle that is intended to permanently modify the NPC.

 

 

 

Note Regarding Rigging and Weightpainting

 

 

I am currently developing an automated rigging tool for Blender that should be able to automatically generate appropriate gradient weightpainting for most types of meshes.

 

This gives us an opportunity. There are many bones that have not been used in the past due to the difficulty of rigging existing meshes to use new bones.

 

Take a few moments and decide if there are any types of animations that you would love to create, if only there were meshes with appropriate rigging available. Let me know if you can think of any, and we can start running tests.

 

So far, the tool has rigged the entire collection of futa/strapon penises for CLS and TDA's new tongue. I'll be releasing a fully featured version of the tool in the next few days, and look forward to any and all feedback.

 

Posted

Looks good. Two comments

 

What happened to Bip01 penis03? Typo?

 

There are eight bones in a tail plus a root bone. So why 10 plus a root in a tongue?

I'm assuming we are looking at several bones here for say, an alien style prehensile tongue with jaws, otherwise is seems very excessive. A human style tongue surely doesn't need more bones than a penis, possible less.

Posted

Looks good. Two comments

 

What happened to Bip01 penis03? Typo?

 

There are eight bones in a tail plus a root bone. So why 10 plus a root in a tongue?

I'm assuming we are looking at several bones here for say' date=' an alien style prehensile tongue with jaws, otherwise is seems very excessive. A human style tongue surely doesn't need more bones than a penis, possible less.

[/quote']

 

Nice catch...worse than a type...since that's just the output to my blender console, that's a bona fide bug on my working copy.

 

Looks like I'd better add a Penis03 bone.

 

Any other holes in the skeleton? My eyes are well beyond the glaze over stage when I look at it.

Posted

I noticed it but thought you had a good reason... Oh well let's see how the new one goes.

 

Here's a draft of what we can now do thanks to Gerra.

 

Movement one is somplete but not the facial, movements 2 & 3 are in first stage. Clipping is not taking into account yet.

 

Again, it's a draft...

 

Posted

I noticed it but thought you had a good reason... Oh well let's see how the new one goes.

 

Here's a draft of what we can now do thanks to Gerra.

 

Movement one is somplete but not the facial' date=' movements 2 & 3 are in first stage. Clipping is not taking into account yet.

 

Again, it's a draft...

 

I got an error, and others probably will too:

"You cannot view private videos!"

Posted

....other bones that are requested to be added by the community.

 

I like orifices to stretch around the penetration. Would a vagina or anus scale bone be helpful? and how about dedicated anal bones rather than tying the vertices to the buttocks?

 

I see that if I get back into animating Oblivion, (which is not unlikely as it's the best game of the lot for animating), I need to conform to whatever you folk decide if I want to share stuff.

Posted

There are eight bones in a tail plus a root bone. So why 10 plus a root in a tongue?

I'm assuming we are looking at several bones here for say' date=' an alien style prehensile tongue with jaws, otherwise is seems very excessive. A human style tongue surely doesn't need more bones than a penis, possible less.

[/quote']

 

That number of bones (10 bones and 10 scale bones) was specifically requested by TDA.

 

After rigging TDA's test tongue and experimenting with different animation approaches, I think I understand the need...tongues are absurdly flexible (more flexible than just about anything else in our bodies).

 

The 10 bone approach looks pretty good in TDA's test video.

Posted

and how about dedicated anal bones rather than tying the vertices to the buttocks?

 

Excellent idea. How many bones would you like? What should they be named?

 

 

I like orifices to stretch around the penetration. Would a vagina or anus scale bone be helpful?

 

I see that if I get back into animating Oblivion' date=' (which is not unlikely as it's the best game of the lot for animating), I need to conform to whatever you folk decide if I want to share stuff.

[/quote']

 

Actually, scale bones won't be needed for that. Any animation that makes use of the existing vagina bones (and there are a lot of vagina related bones) can change the size of the area that it is rigged to modify.

 

Scale bones are a bit tricky to understand. See my note in the skeleton post above. The TLDR is that Scale bones should *only* be used if you want to run a persistent idle animation that will be continue to be active when other animations modify the child bone. Scale bones should *never* be used in any other type of animation under any circumstances, it defeats the entire purpose of scale bones.

Posted

Scale bones should *never* be used in any other type of animation under any circumstances' date=' it defeats the entire purpose of scale bones.

[/quote']

 

 

Yep! I figured this one out the hard way. I had added bbb to about 10 animations along with making other subtle changes (hand placement, twisted foot, and so on) only to find out that anytime I used the scale bones the changes "stayed" after the animation was completed. While it was funny to me to see the NPC's walking around all contorted, it would not have been funny to others.....:P

 

I went back and fixed all the animations to remove the use of the scale bones and the problem went away.

Posted

Yep! I figured this one out the hard way. I had added bbb to about 10 animations along with making other subtle changes (hand placement' date=' twisted foot, and so on) only to find out that anytime I used the scale bones the changes "stayed" after the animation was completed. While it was funny to me to see the NPC's walking around all contorted, it would not have been funny to others.....:P

 

I went back and fixed all the animations to remove the use of the scale bones and the problem went away.

[/quote']

 

Then you were about 10 steps ahead of me. I didn't understand scale bones at all until last week when I stumbled across a two year old post on the Niftools forum.

Posted

Well it's just that default idle will only reset whatever bones it concerns. So if you play with your vagina bones (that sounds really bad by the way ;) ) then it'll stay unless you make certain your animation resets it too...

Posted

Lovers Animation Workshop Skeleton Mark II

 

This package contains three skeletons to be used with the animations created in the Lovers Animation Workshop

 

skeleton.nif and Skeletonbeast.nif (Maximum Compatibility Skeleton)

This is the default skeleton, containing all bones included in the Growlf's Controllable Skeleton as well as the tongue, balls, penis, and new breast and buttock scale bones, and any other bones that are requested to be added by the community.

 

skeletonperf.nif (Performance Skeleton)

This is a skeleton with extraneous bones removed with an eye to improving game performance. Any bones that have no known animation support (and no planned animations) have been removed from this skeleton. Bones marked with a [P] were removed from this skeleton.

 

skeletonmin.nif (Modder's Skeleton)

This is a more extremely stripped down version of the performance skeleton with an eye on removing clutter to make life easier for animators. Many bones that should not ordinarily be modified, such as scale bones, have been removed in addition to bones with no known amination support. Bones marked with a [M] were removed from this skeleton.

 

Bones marked with [PM] have been removed from both skeletonperf.nif and skeletonmin.nif, but not skeleton.nif.

 

Bone List:

(Note, naming conventions retained for compatibility reasons)

 

 

 

Bip01 penis01

Bip01 penis02

Bip01 penis03

Bip01 penis04

Bip01 penis05

Bip01 penisroot

BackWeapon

Bip01

Bip01 Balls

Bip01 Buttock.L

Bip01 Buttock.R

Bip01 Calf.L

Bip01 Calf.R

Bip01 Clavicle.L

Bip01 Clavicle.R

[PM] Bip01 DrakeArmBlades1.L

[PM] Bip01 DrakeArmBlades1.R

[PM] Bip01 DrakeArmBlades2.L

[PM] Bip01 DrakeArmBlades2.R

[PM] Bip01 DrakeArmBlades3.L

[PM] Bip01 DrakeArmBlades3.R

[PM] Bip01 DrakeArmBlades4.L

[PM] Bip01 DrakeArmBlades4.R

[PM] Bip01 DrakeTailBlade.L

[PM] Bip01 DrakeTailBlade.R

[PM] Bip01 DrakeWingFinger01.L

[PM] Bip01 DrakeWingFinger01.R

[PM] Bip01 DrakeWingFinger1.L

[PM] Bip01 DrakeWingFinger1.R

[PM] Bip01 DrakeWingFinger11.L

[PM] Bip01 DrakeWingFinger11.R

[PM] Bip01 DrakeWingFinger12.L

[PM] Bip01 DrakeWingFinger12.R

[PM] Bip01 DrakeWingFinger2.L

[PM] Bip01 DrakeWingFinger2.R

[PM] Bip01 DrakeWingFinger21.L

[PM] Bip01 DrakeWingFinger21.R

[PM] Bip01 DrakeWingFinger22.L

[PM] Bip01 DrakeWingFinger22.R

[PM] Bip01 DrakeWingFinger3.L

[PM] Bip01 DrakeWingFinger3.R

[PM] Bip01 DrakeWingFinger31.L

[PM] Bip01 DrakeWingFinger31.R

[PM] Bip01 DrakeWingFinger32.L

[PM] Bip01 DrakeWingFinger32.R

[PM] Bip01 DrakeWingFinger4.L

[PM] Bip01 DrakeWingFinger4.R

[PM] Bip01 DrakeWingFinger41.L

[PM] Bip01 DrakeWingFinger41.R

[PM] Bip01 DrakeWingFinger42.L

[PM] Bip01 DrakeWingFinger42.R

[PM] Bip01 DrakeWingForearm.L

[PM] Bip01 DrakeWingForearm.R

[PM] Bip01 DrakeWingForearmTwist.L

[PM] Bip01 DrakeWingForearmTwist.R

[PM] Bip01 DrakeWingHand.L

[PM] Bip01 DrakeWingHand.R

[PM] Bip01 DrakeWingHandFold.L

[PM] Bip01 DrakeWingHandFold.R

[PM] Bip01 DrakeWingUpperArm.L

[PM] Bip01 DrakeWingUpperArm.R

[PM] Bip01 DrakeWingUpperArmTwist.L

[PM] Bip01 DrakeWingUpperArmTwist.R

Bip01 Finger0.L

Bip01 Finger0.R

Bip01 Finger01.L

Bip01 Finger01.R

Bip01 Finger02.L

Bip01 Finger02.R

Bip01 Finger1.L

Bip01 Finger1.R

Bip01 Finger11.L

Bip01 Finger11.R

Bip01 Finger12.L

Bip01 Finger12.R

Bip01 Finger2.L

Bip01 Finger2.R

Bip01 Finger21.L

Bip01 Finger21.R

Bip01 Finger22.L

Bip01 Finger22.R

Bip01 Finger3.L

Bip01 Finger3.R

Bip01 Finger31.L

Bip01 Finger31.R

Bip01 Finger32.L

Bip01 Finger32.R

Bip01 Finger4.L

Bip01 Finger4.R

Bip01 Finger41.L

Bip01 Finger41.R

Bip01 Finger42.L

Bip01 Finger42.R

Bip01 Foot.L

Bip01 Foot.R

Bip01 Forearm.L

Bip01 Forearm.R

Bip01 ForearmTwist.L

Bip01 ForearmTwist.R

Bip01 Hand.L

Bip01 Hand.R

Bip01 Head

[PM] Bip01 Hp1.L

[PM] Bip01 Hp1.R

[PM] Bip01 Ma.L

[PM] Bip01 Ma.R

Bip01 Neck

Bip01 Neck1

Bip01 NonAccum

Bip01 Op1.L

Bip01 Op1.R

Bip01 Op2.L

Bip01 Op2.R

Bip01 Op3.L

Bip01 Op3.R

Bip01 Pelvis

[PM] Bip01 Pussy01.L

[PM] Bip01 Pussy01.R

[PM] Bip01 Pussy02.L

[PM] Bip01 Pussy02.R

Bip01 Shoe.L

Bip01 Shoe.R

Bip01 Shoulder Helper.L

Bip01 Shoulder Helper.R

Bip01 Spine

Bip01 Spine1

Bip01 Spine2

Bip01 Tail01

Bip01 Tail02

Bip01 Tail03

Bip01 Tail04

Bip01 Tail05

Bip01 Tail06

Bip01 Tail07

Bip01 Tail08

[PM] Bip01 Tail60

[PM] Bip01 Tail61

[PM] Bip01 Tail62

[PM] Bip01 Tail63

[PM] Bip01 Tail63a

[PM] Bip01 Tail64

[PM] Bip01 Tail65

[PM] Bip01 Tail66

[PM] Bip01 Tail67

[PM] Bip01 Tail67a

[PM] Bip01 Tail68

[PM] Bip01 Tail69

[PM] Bip01 Tail70

[PM] Bip01 Tail71

[PM] Bip01 Tail71a

[PM] Bip01 Tail72

[PM] Bip01 Tail73

[PM] Bip01 Tail74

[PM] Bip01 Tail75

[PM] Bip01 Tail75a

[PM] Bip01 Tail76

[PM] Bip01 Tail77

[PM] Bip01 Tail78

[PM] Bip01 Tail79

[PM] Bip01 Tail79a

[PM] Bip01 Tail80

[PM] Bip01 Tail81

[PM] Bip01 Tail82

[PM] Bip01 Tail83

[PM] Bip01 Tail83a

[PM] Bip01 Tail84

[PM] Bip01 Tail85

[PM] Bip01 Tail86

[PM] Bip01 Tail87

[PM] Bip01 Tail87a

[PM] Bip01 Tail88

[PM] Bip01 Tail89

[PM] Bip01 Tail90

[PM] Bip01 Tail91

[PM] Bip01 Tail91a

Bip01 TailRoot

Bip01 Thigh.L

Bip01 Thigh.R

Bip01 Toe0.L

Bip01 Toe0.R

Bip01 UpperArm.L

Bip01 UpperArm.R

Bip01 UpperArmTwist.L

Bip01 UpperArmTwist.R

[PM] Bip01 VaginaLips.L

[PM] Bip01 VaginaLips.R

[PM] Bip01 VaginaWalls.L

[PM] Bip01 VaginaWalls.R

[M] Bip01 Whip01

[M] Bip01 Whip02

[M] Bip01 Whip03

[M] Bip01 Whip04

[M] Bip01 Whip05

[M] Bip01 Whip06

[M] Bip01 Whip07

[M] Bip01 Whip08

[M] Bip01 WhipRoot

Bip01 Wing 01 L

Bip01 Wing 01 R

Bip01 Wing 02 L

Bip01 Wing 02 R

Bip01 Wing 03 L

Bip01 Wing 03 R

Bip01 Wing 04 L

Bip01 Wing 04 R

Bip01 Wing 05 L

Bip01 Wing 05 R

Bip01 Wing 06 L

Bip01 Wing 06 R

Bip01 Wing 07 L

Bip01 Wing 07 R

Bip01 Wing 08 L

Bip01 Wing 08 R

Bip01 Wing 09 L

Bip01 Wing 09 R

Bip01 Wing 10 L

Bip01 Wing 10 R

[PM] Bip01 Wingalexscorpion 01 L

[PM] Bip01 Wingalexscorpion 01 R

[PM] Bip01 Wingalexscorpion 02 L

[PM] Bip01 Wingalexscorpion 02 R

[PM] Bip01 Wingalexscorpion 03 L

[PM] Bip01 Wingalexscorpion 03 R

[PM] Bip01 Wingalexscorpion 04 L

[PM] Bip01 Wingalexscorpion 04 R

[PM] Bip01 Wingalexscorpion 05 L

[PM] Bip01 Wingalexscorpion 05 R

[PM] Bip01 Wingalexscorpion 06 L

[PM] Bip01 Wingalexscorpion 06 R

Bip01 Wrist Helper.L

Bip01 Wrist Helper.R

[PM] Bip01 pony chub

[PM] Bip01 pony no R motion

[PM] Bip01 pony no motion 1

[PM] Bip01 pony1

[PM] Bip01 pony10

[PM] Bip01 pony11

[PM] Bip01 pony12

[PM] Bip01 pony13

[PM] Bip01 pony14

[PM] Bip01 pony2

[PM] Bip01 pony3

[PM] Bip01 pony4

[PM] Bip01 pony5 no motion

[PM] Bip01 pony6

[PM] Bip01 pony7

[PM] Bip01 pony8

[PM] Bip01 pony9

[PM] Bip01 poyas1

[PM] Bip01 poyas2

[PM] Bip01 poyas3

[PM] Bip01 poyas4

[PM] Bip01 wingsWingalexscorpionnomo

Bip01_tongue01

[M] Bip01_tongue01 SC

Bip01_tongue02

[M] Bip01_tongue02 SC

Bip01_tongue03

[M] Bip01_tongue03 SC

Bip01_tongue04

[M] Bip01_tongue04 SC

Bip01_tongue05

[M] Bip01_tongue05 SC

Bip01_tongue06

[M] Bip01_tongue06 SC

Bip01_tongue07

[M] Bip01_tongue07 SC

Bip01_tongue08

[M] Bip01_tongue08 SC

Bip01_tongue09

[M] Bip01_tongue09 SC

Bip01_tongue10

[M] Bip01_tongue10 SC

Bip01_tongueRoot

Camera01

Quiver

Quiver2

[M] ReScale L Calf

[M] ReScale L Clavicle

[M] ReScale L Foot

[M] ReScale L Forearm

[M] ReScale L Hand

[M] ReScale L Thigh

[M] ReScale L UpperArm

[M] ReScale R Calf

[M] ReScale R Clavicle

[M] ReScale R Foot

[M] ReScale R Forearm

[M] ReScale R Hand

[M] ReScale R Thigh

[M] ReScale R UpperArm

[M] Scale L Clavicle

[M] Scale L Forearm

[M] Scale L Hand

[M] Scale L UpperArm

[M] Scale R Clavicle

[M] Scale R Forearm

[M] Scale R Hand

[M] Scale R UpperArm

[M] Scale Shoe

SideWeapon

Torch

Weapon

magicNode

[M] scale L Buttock

[M] scale L Calf

[M] scale L Foot

[M] scale L Op1

[M] scale L Op2

[M] scale L Op3

[M] scale L Thigh

[M] scale L Toe0

[M] scale NonAccum

[M] scale Pelvis

[M] scale R Buttock

[M] scale R Calf

[M] scale R Foot

[M] scale R Op1

[M] scale R Op2

[M] scale R Op3

[M] scale R Thigh

[M] scale R Toe0

 

 

 

Note regarding scale bones and what should you do with them, when they should be used, and when should they not be used.

 

 

The concept behind scale bones is surprisingly simple. As any animator knows, you can modify the scale of any bone at will in your animations...so why would you need a special bone just for altering scale?

 

Well, what if you want an idle animation that makes a body part grow, say, boobs. The animation works great, every NPC running that idle animation has giant breasts, you live in a horrible paradise of terrifying back pain. But what happens when some other animation attempts to animate the breasts (say, BBB). Exactly what you might expect...the breast size animation gets overridden by the new animation.

 

The solution that Talkie Toaster devised was to add a very basic extra bone and parent it to the bone that you wish to modify. See: http://niftools.sourceforge.net/forum/viewtopic.php?f=16&t=2578

 

This allows you to create an animation that, for example, increases breast size and is not overridden by a BBB animation.

 

What this means is that you *should not touch* scale bones in any animation unless it is an idle that is intended to permanently modify the NPC.

 

 

 

Note Regarding Rigging and Weightpainting

 

 

I have developed an automated rigging tool for Blender that should be able to automatically generate appropriate gradient weightpainting for many types of meshes.

 

This gives us an opportunity. There are many bones that have not been used in the past due to the difficulty of rigging existing meshes to use new bones.

 

Take a few moments and decide if there are any types of animations that you would love to create, if only there were meshes with appropriate rigging available. Let me know if you can think of any, and we can start running tests.

 

So far, the tool has rigged the entire collection of futa/strapon penises for CLS and TDA's new tongue. I'll be releasing a fully featured version of the tool in the next few days, and look forward to any and all feedback.

SkeletonPackage.7z

Posted

Looking good.

 

Still not convinced of the need for 10 tongue bones. Yes, IRL, the tongue is uber flexible. However, in game, the tongue is very small. I find it hard to believe the effect will be all that noticeable. We run the risk (like the Kitsune tails) of supporting bones that are hardly ever used.

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