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Lovers Animations Workshop - old one


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This thread is for Discussing creating new animations and revising existing ones.
 

Standards for animations are as follows:

(note this list is a WIP so feel free to make suggestions if you disagree or have additions to the below items):

1. Universal Skeleton v181 "controllable version" by Growlf: http://oblivion.nexusmods.com/mods/37596

2. BBB (better bouncing breasts) is included in the animation along with bouncing butts (where practicable - some cases this may not make sense).

3. Male body based on Roberts Male Muscular: Roberts Male Body Sample Nif.7z
Link to full Robert's plugin: http://oblivion.nexusmods.com/mods/40532

4. Female body based on HGEC H cup or DMRA: HGEC and DMRA female body Samples.7z
Link to HGEC Hcup plugin: http://oblivion.nexusmods.com/mods/34442
Link to DMRA plugin: http://oblivion.nexusmods.com/mods/33441

5. Girl on Girl Futa Cocks to be based on one of these for either the receiver or giver as is appropriate:  See Lovers Animated Penis Resource Pack in the downloads section.

6. Animations are in 4 stages of progression. These can be completely different poses or just variations on speed of the same pose.

7. Animation length is X seconds precisely - To be determined at the sole discretion of the animator.

8. Sound is scripted, not inside the animation (.kf) - this is still up in the air.

9. Facial expression is included in the .kf  - To be determined at the sole discretion of the animator.




NOTE: For items 3 and 4 you can get the bodies also from gerra6's most Excellent Setbody mod on this very forum: http://www.loverslab.com/topic/13908-setbody-reloaded/

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Information that we are currently aware of:

 

 

In the older versions of the DS the below were duplicate animations. 

NOTE the current Daedra Sutra has all duplicate animations removed.


Animations that are duplicates:

Group 0:
01 , 1.1, 59, 61, 147
114, 121.1, 121.2
07, 67, 148
136, 161
12.1, 172.1
21.2, 178,
7.1, 24, 24.1, 56
33, 43, 138, 163, 163.1

Group 1:
02, 2.1, 62
22.2, 118
38, 142, 167
52, 25,
08, 68
28, 133, 153
37, 141, 166, 166.1
23.1, 130

Group 2:
03, 55, 63
34, 139, 164
26, 196, 131
41.1, 145, 170
05, 35, 65

Group 3:
09, 16, 16.1, 69, 149
39, 143, 168
44, 146, 171
36, 140, 165
144, 169

Group 4:
30, 31
46, 60
06, 66
19, 58, 102
134, 154
150, 160
110, 200

 

 

Proposed Renumbering of Lovers Positions:


This would aid folks finding stuff in the Daedra Sutra so we can avoid further duplicates and would group animations for ease of use.

Proposed renumbering scheme:
1-10.......Core animations - no change
11-19......Chair\Table sex animations (what group should we have these in? Group 3?) - currently 4 of these
20-25......PK extended dedicated animations (this leave a few extra slots if Donkey adds additional animations) - currently 3 existing.
26-53......Group 0 (Cowgirl) - currently 23 minus core and duplicates
54-72......Group 1 (From Back) - currently 39 minus core and duplicates
73-74......Rape Struggle dedicated animations - currently just 2 animations
75-104.....Group 1 (From Back) - currently 39 minus core and duplicates
105-142.....Group 2 (Missionary) - currently 31 minus core and duplicates
143-152....Group 3 (Standing) - currently 7 minus core and duplicates
153-189....Group 4 (Oral) - currently 32 minus core and duplicates
190-200....Odd ball animations - includes up against wall animations and other weird ones like 49, 80, 82, 90.

Thus the grand total of existing animations minus the duplicates, now stands at (under revision), which is well under the 200 animation limit.


 

 

Daedra Sutra Animations charted by group:


animationsbygrouprev112.jpg

 

 

 

Animations that need BBB added to them (listed by group):


Animations that need BBB added to them (listed by Group):

Group 0:
12, 51, 64.1, 98, 99, 136


Group 1:
8.1, 14

Group 2:
15, 17, 18, 34, 50, 57, 63, 63.1, 97, 115, 196

Group 3:
44 - needs better BBB added


Group 4:
Not really applicable

 

 

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NOTE:  To keep this area a bit more tidy I have uploaded the files to the downloads section.

 

 

 

Lovers Animated Penis Resource Pack: http://www.loverslab.com/files/file/185-lovers-animated-penis-resource-pack/

   -  contains all core files as well as the animated penis updates.

   -  also has alternate male and female animated and non animated penis bodies.

   -  also contains all animated penis animation updates released to date.

 

Lovers Animated Penis Base Pack: http://www.loverslab.com/files/file/184-lovers-animated-penis-base-pack/

   - latest rev96v4 file that is needed for animated penis animations to work.

 

 

Default female body is assumed to be standard HGEC.

All Roberts Male Bodies are v52 and are based from this plugin:  http://oblivion.nexusmods.com/mods/40532//?

 

 

NOTE:  No textures are included as this ASSUMES you already have the body and textures installed.

 

 

 

 

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

 

 

Animated Penis animations complete:

Animations Update 1, 2, 3 and 4 - Group 1:   See Animated Penis Resource Pack link above.

 

Animations Update 5 - Group 3:   See Animated Penis Resource Pack link above.

 

 

 

 

 

 

 

Animated Penis Animations update notes:

Group 1 is now complete.

Group 3 is now in beta release.

Group 0 is currently underway.

Group 2 is next.

 

 

 

 

********************************************************************************

 

 

 

Individual Animation Releases:

The below animations in most cases are not animated penis enabled.  Those that are will be included in the animated penis Update Packs on the Lovers Animated Penis Resources Pack Download Page as separate downloadable files.

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

 

Nusbies's animations: http://www.loverslab.com/showthread.php?tid=2234

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

The work of Northern:
1. See post 13: below on this page
2. See post 48:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-3
3. See post 75:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-4

4. See post 143:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-8

5. See post 358:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-18

6. See post 729:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-37

7. See post 292: http://www.loverslab.com/topic/1266-refining-existing-lovers-animations-13-u/page-15

8. See post 439: http://www.loverslab.com/topic/1266-refining-existing-lovers-animations-13-u/page-22
9. See post 515: http://www.loverslab.com/topic/1266-refining-existing-lovers-animations-13-u/page-26
10. See post 525: http://www.loverslab.com/topic/1266-refining-existing-lovers-animations-13-u/page-27
11. See post 826: http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-42
12. See post 884: http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-45

13. See post 1175: http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-59

 

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

Animations by Grumpf:

144: Grumpf - 144fixed.7z

95: Grumpf - 95.7z

129: Grumpf - 129.7z

129alternate: Grumpf -129alternate.7z

146: Grumpf - 146.7z

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

Animations by TDA:

57 - See post 231:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-12

18 - See post 352:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-18

18 Improved version - See post 393:  http://www.loverslab.com/topic/11501-lovers-animations-workshop/page-20

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

 

Note: Most all of the above are included in the Daedra Sutra: http://www.loverslab.com/showthread.php?tid=10356

 

 

 

Revised BBB 11-200 Animations Pack 12-12-12.7z

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Most excellent' date=' if any animators need ideas for anims I'm chock full of them.

[/quote']

 

And I'll second that "Most excellent" and add that we should update the OP here with Grumpf's plan outline, updated to reflect your comments in the prior thread so it aligns with the xLovers approach for animations. Maybe use it as a way of tracking/providing feedback on progress too?

 

Are the meshes in 3. & 4. different than the ones found in gerra6's Setbody? My choice/suggested use of gerra6's meshes versus any other is based on the BBB weighting and performance in-game, not on the popularity of it. But again that is totally subjective. Maybe I'm just splitting hairs/grinding dust into powder and it really doesn't matter that much...

 

What affect will this have on your animation rework in the [WIP] Beta Versions of Lovers Plugins thread, or visa versa?

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I would be happy to update the OP with the 9 items from Gumpf's plan as soon as I get some suggestions. I did address items: 1, 2 and 4. The other items need feedback\discussion before I can nail them down. I will update the OP with them but just note that they are pending discussion.

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I feel item 2. should also include mention of BBButts. As pointed out by legit1337 and I, many animations predated BBButts and don't actually behave well in-game when using a BBButts enabled mesh.

 

2. BBB (better bouncing breasts) & BButts is included in the animation (where practicable - some cases this may not make sense).

 

6 or 7. I recall there being a Lovers MOD, I cannot recall which one at the moment, that is dependent on the duration setting of each phase. If that is exceeded it does not work correctly.

 

Rhetorical?

Can the 'core 10' animations lend insight into what this time/duration metric should be? Is this an absolute value or a range? Can a simple review of these via maybe NifSkope shed light on it?

 

There should be an FPS setting for animations somewhere, so we don't end up with characters humping at light speed, yes? When I used Poser and other animation tools I was able to select the final FPS for the generated animation.

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I feel item 2. should also include mention of BBButts. As pointed out by legit1337 and I' date=' many animations predated BBButts and don't actually behave well in-game when using a BBButts enabled mesh.

 

2. BBB (better bouncing breasts) [b']& BButts[/b] is included in the animation (where practicable - some cases this may not make sense).

 

I have no problem with this PROVIDED bbbutts does not become a requirement. Personally, I don't like nor will I use, bouncing butts as the bodies I use have small hind parts vs the RA of DMRA or HGEC-RA. If the added butt bouncing in the animation doesn't freak out with me not having bouncing butts then I am game. Remember that this is also adding work to the animator as it is one more component they have to deal with - not sure how much extra work it is but taken against 200 some animations with 8 stages per = 3200 kf files. :blush:

 

This will warrant feedback from the few animators we have to see what they know about the impact of bouncing butts and if there are any complications.

 

 

6 or 7. I recall there being a Lovers MOD' date=' I cannot recall which one at the moment, that is dependent on the duration setting of each phase. If that is exceeded it does not work correctly.

[/quote']

 

To the best of my knowledge there is no such mod - at least not anymore. Now PK extender may need you to progress at a certain rate but that is not the same thing. All animations that I am aware of (excluding the knockdown ones from LoversNT) are set up in loops that could play indefinitely.

 

 

Rhetorical?

Can the 'core 10' animations lend insight into what this time/duration metric should be? Is this an absolute value or a range? Can a simple review of these via maybe NifSkope shed light on it?

 

 

The length of the animation is more dependent on "what" it is doing. If it is a slow thrust then it will be longer than a quick thrust. I don't think exact timing is an issue that we need to concern ourselves with provided it does not exceed a certain point. Most stages of animations are about 2-3 seconds long. I have seen others in the 10 second range but I think that is pushing it.

 

 

 

There should be an FPS setting for animations somewhere' date=' so we don't end up with characters humping at light speed, yes? When I used Poser and other animation tools I was able to select the final FPS for the generated animation.

[/quote']

 

 

There is a speed setting in blender that determines normal sex vs rabbit humping. The animator simply needs to set it to something reasonable - we can provide input on a comfortable range for each stage of the animation based on the existing animations of the core file. Some might end up being a touch "slower" or "faster" based on what the animator is trying to accomplish.

 

 

Long story short, most of these issues will likely need to be resolved by the animators themselves. We can provide "preferences", but those preferences can be over-ridden by the animator based on what he is attempting to do.

 

Good feedback as usual Varenne!

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I have no problem with this PROVIDED bbbutts does not become a requirement. Personally' date=' I don't like nor will I use, bouncing butts as the bodies I use have small hind parts vs the RA of DMRA or HGEC-RA. If the added butt bouncing in the animation doesn't freak out with me not having bouncing butts then I am game. Remember that this is also adding work to the animator as it is one more component they have to deal with - not sure how much extra work it is but taken against 200 some animations with 8 stages per = 3200 kf files. :blush:

 

This will warrant feedback from the few animators we have to see what they know about the impact of bouncing butts and if there are any complications.

[/quote']

 

Totally down with this. I would then suggest explicitly stating somewhere, Supports BBButts, Does Not Support BBButts for which ever animation sets are created/updated. This way members looking for specific sets can easily find them without us having to reply to endless posts on "where do I find xyz animations?" Maybe this can be added as an additional classifier in the Daedra Sutra set, if the new ones get added.

 

And an actual animator can chime in on this, but I think if you are using a non-bbbutts enabled mesh, the animation would simply not have any affect on that section of the body and ignore it. Goes back to that BBB & BBBUTS equation I posted earlier.

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Totally down with this. I would then suggest explicitly stating somewhere' date=' [b']Supports BBButts, Does Not Support BBButts[/b] for which ever animation sets are created/updated. This way members looking for specific sets can easily find them without us having to reply to endless posts on "where do I find xyz animations?" Maybe this can be added as an additional classifier in the Daedra Sutra set, if the new ones get added.

 

I agree. We would need some sort of designator to call out bouncing butts - maybe BBT? So a BBB\BBT animation would be quite the bouncy one....:P

 

Hopefully those animations that do not have bouncing breasts, that need it added, can be addressed in the not to distant future and clear out the BBB portion of the designator.

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Seems we need to discuss that further then.

Thanks Greg for new thread, that was needed:heart:!

 

EDIT:

Now here are my two cents::huh:

 

I've seen weighting made on the butt cheeks with OP bones and that's the only way I've seen it.

 

This will make bouncing of breasts and butt the same. We need to add bones for the Butt (unless it's already done and I'm unaware of this). The only way butt & Breast "could" bounce the same way is during some walking / jumping animations. This is more or less 0% percent of the stack of animations we have... :-/

 

Here's an example of my last animation. Check the second pair of chars, bottom toon's Butt... As she's equipped with a BBB body, her cheeks are bouncing like the breasts. That doesn't make sense to me at all...

EDIT: Ok ok I've downloaded latest skeleton and see the bones I wasn't aware of...

http://www.naughtymachinima.com/video/6394/Claudias-little-secret-Gold-edition-WIP9

 

PS: this is a force animation for debug, it then forces the engine to ignore clipping so don't pay attention to that.

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My heart is bleeding, but i've decided to turn my old (new for others) standing anim film into a short form, because most of the people uses short animations, and obviously only a few people are able to use animations with 3-4000 keys, which is so long lol, so ive shorten all the animations from 4000 to 1000-1200 and less. So much time spent with it, a whole week, but i guess 've made the best choice to make it fit for the most of us.

No screenshots for it, i've already shared some when it was in progress.

You can rename it if you want to give another number for it (Default num is 02)

 

 

 

 

Let me introduce a brand new one guys, Dr Who(re) XDD

Seriously, and more precisely this is a man pleasuring animation with Offender on table, Defender do handjob on it, not too long, and unisex (for defender ofc).

Animation number 103.

 

Screenshots

post-653-13597880884054_thumb.jpgpost-653-13597880884847_thumb.jpgpost-653-13597880885921_thumb.jpgpost-653-13597880887177_thumb.jpg

 

File

 

 

 

Next time ill try to fulfill a request about some Fallout 3 anims, i hope ill able to figure out how it works, from some screenshots as source.

 

Enjoy

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Northern, EXCELLENT stuff!

 

As to the long versus short deal. If you feel that a particular animations really needs to be longer then we can always throw that in as an alternate "long" version for the individual to select. One thing we do NOT want to do is force something on the animator that he chafes about!!!! Beggars can't be choosers after all!!

 

--------

 

 

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).

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Varenne: .kf are, I think, hardecoded to 30fps, at least in my export max plugin. I strongly suggest we stick to .5 maybe .25 seconds multiple minimum.

 

And yes, if you use a nif without specific bone weighting for the .kf, the Gamebryo engine will ignore it (so no BBB or BBBB). The CS, on the other hand will complain (but he's a complaining

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

 

Most of my early "loops" are 3 then 2 then 1 sec. So 91, 61 & 31 Frames. Later ones are a lot longer as I liked to repeat the loop 3 or 4 times and add some "noise" to make it more realistic.

 

Like that:

 

http://www.naughtymachinima.com/video/6172/Claudias-little-secret-Gold-edition-WIP5

 

It also allows me to build better facial expressions as the engine sometimes needs several seconds before it triggers and CPU load can alter the result.

 

My point above about BBB stays unless we can find a correctly weighted Body with Cheek bones (this sentence will be highly controversial out of context...).

 

Can someone post a 4B DMRA body with correct bones weighting?

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

@Northern, well an animation is better seen in a movie :cool: than a static image :)

 

When you say 4000 keys, you mean frames or real keys?

 

Cheers people!

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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, 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.

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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.

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@Northern' date=' well an animation is better seen in a movie :cool: than a static image :)

 

When you say 4000 keys, you mean frames or real keys?

 

Cheers people!

[/quote']

 

Indeed, the old animation was 4000 keys long in frames that you can select in in max, one frame contains all bones with frames, the real key number you mentioned is more than a million / file i guess :D

4000 keys total would be very few :)

 

What you meant about static image? The screenshots?

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Yea, I think he meant movies are better than screenshots. However they take more time and space to mess with. Gif files might be a good trade off between the two but honestly, I would rather see the few animators we have actually making animations rather than movies\gifs\screenshots. Any dummy like me can make a those, while the "talent" (meaning you animators) does the cool stuff....:)

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Yea' date=' I think he meant movies are better than screenshots. However they take more time and space to mess with. Gif files might be a good trade off between the two but honestly, I would rather see the few animators we have actually making animations rather than movies\gifs\screenshots. Any dummy like me can make a those, while the "talent" (meaning you animators) does the cool stuff....:)

[/quote']

 

I post the screenshots to show the people that they don't have this animation, and would be good for them to download :) Gamers know their anims, and if they see a picture of another anim they will be interested about them, and hopefully they will download it :)

Sadly i know nothing about GIFs but i would be gladly to introduce my new anims in a better way, honestly i can't make video with Fraps from game, because it makes a crash. I can make short movies with Fraps when im using 3DS max but it is a raw and ugly process, not so good looking scene that we can see ingame.

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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.

 

post-653-13597880888454_thumb.jpg

 

The 02's 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!

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