King-Crimson Posted January 9, 2023 Posted January 9, 2023 @Gunslicer The textures for "_GSPainting01" are missing. Just fyi.
uknowhisname Posted January 9, 2023 Posted January 9, 2023 1 hour ago, King-Crimson said: @Gunslicer The textures for "_GSPainting01" are missing. Just fyi. I believe it is missing so you can put your own image on it.
golgoth23 Posted January 10, 2023 Posted January 10, 2023 TC command doesn't stop anim on NPC for me. Any clue ?
Shubal Posted January 10, 2023 Posted January 10, 2023 (edited) I was reading on here that anim #432 is customisable, in the anim the model is holding up a blank sign which I gather is capable of having something written on it. I cant find anything that tells you how to do it. Could someone kindly point it out for me? Thank you! Edited January 10, 2023 by Shubal
Highborn Posted January 10, 2023 Posted January 10, 2023 (edited) You guys have any suggestions of feminine one handed animations (maybe with shields too) to go with Gunslicer ones? As far as I know, he didn't make that one yet. edit: it seems like it was already made, I thought the ones on Nexus were the only ones made. Edited January 10, 2023 by Highborn
uknowhisname Posted January 10, 2023 Posted January 10, 2023 2 hours ago, Shubal said: I was reading on here that anim #432 is customisable, in the anim the model is holding up a blank sign which I gather is capable of having something written on it. I cant find anything that tells you how to do it. Could someone kindly point it out for me? Thank you! There's a textures folder for the sign in the animation pack
Shubal Posted January 10, 2023 Posted January 10, 2023 I have found the blank sign texture, in photoshop there are three blank blocks, which one is to be used and do I simply write on it and save? Need some tips on the process. Thank you.
uknowhisname Posted January 11, 2023 Posted January 11, 2023 13 hours ago, Shubal said: I have found the blank sign texture, in photoshop there are three blank blocks, which one is to be used and do I simply write on it and save? Need some tips on the process. Thank you. I'm not sure as I haven't bothered myself, I'll see if I can come up with something
uknowhisname Posted January 11, 2023 Posted January 11, 2023 @Shubal The top left of the image file is the front, though it is low resolution so do what you will with that info.
GusCrow Posted January 13, 2023 Posted January 13, 2023 1.mp4 Your walk animation is still my favourite ? 6
acc loloa Posted January 14, 2023 Posted January 14, 2023 Just want to share that I have made a complete visual guide for all the GS Poses as of GSPoses 12 12 (doesn't include the latest 2) Will update every few version or so. Let me know if any of them are incorrectly labelled or the angle of the gif should be redone 4
StableBot Posted January 14, 2023 Posted January 14, 2023 Is there a picture preview to keep track of all the pose? I'm losing my mind trying to find the one I need that I know exist in the list ?
Tj3 Posted January 15, 2023 Posted January 15, 2023 Hey Gunslicer, is it possibly to have your dual destrution floating animations without the footsteps sound? Love your Charakter animations!
poporaltemporal Posted January 15, 2023 Posted January 15, 2023 @Gunslicer Thank you for your awesome animations. I used them for a while and now I am making mods of my own and I have some questions. 1) Is it ok for you that I would take your poses and credit you and put your patreon page in the credits? Your mods are really awesome but they add very many animations which probably are too much for most people. 2) Currently main use for poses is "Tease power" which I intend to make such that PC will lock on NPC (head tracking) when the PC fondles herself. There is a problem related to this. In FNIS listing GSPoses list all poses to ignore head tracking. 3) Do you know if there is good page existing which explains animation settings? In papyrus. I would like to have also some kind of "blended" animations for fondling. Meaning player might be able to fondle when they walk very much like in Toys. Mod I am currently working on that is splitting to 2 different mods is Mind of Harlot (and SexLab: Attention and Thoughts) Repository for currently both mods can be found here. https://github.com/hoppaman/MindOfAHarlot/wiki 1
zax Posted January 16, 2023 Posted January 16, 2023 You got the lower body and legs motion perfectly on all of your combat animations so far but when it comes to Dagger animation, there's something wrong with right leg. Right leg is stiff and too far apart from left leg while moving. I don't know, but it just doesn't look good.
ヴァル Posted January 16, 2023 Posted January 16, 2023 Damn what is the weapon on those gif it look insane for a mage it's cool af
PETROCHENK007 Posted January 17, 2023 Posted January 17, 2023 Can somebody help me? There are many poses that don't work, many others the character stays in first person mode and with other poses the game just crashes. Does anyone know how I can fix this?
Gunslicer Posted January 17, 2023 Author Posted January 17, 2023 (edited) On 1/2/2023 at 11:23 PM, ArieWasTaken said: Sorry if I'm dumb, but was this all added as one animation before? I'd love to see it! I made a similar one but only part one, part two looks cool I'll give it a try. On 1/6/2023 at 6:59 AM, CuriousGuy01 said: HI i love your animation... so much so i'm starting to learn creating animation... i stumble during the process because i couldn't extract kf file from your hkx file... im using hkxcmd to do so.. i don't know because of different skeleton or something else but i keep getting "Error processing skeleton 'NPC Root [Root]' number of tracks exceed bones." im pretty sure its not faulty skeleton because i succeeded extracting the kf from other creator and from the skyrim file... i couldnt find useful info regarding the error some says because the animation was to long or something but im kinda new to this.. so maybe you could enlighten me... thank you in advance.. I also can't extract kf from my animations, I didn't find information about that either. On 1/6/2023 at 7:11 PM, Penniparaso said: I have some issue with the sneaking animation. Every time my character goes sneaking mode the animation is still vanilla until you get moving, after that, you try to get up but the animation is still tucked as the sneaking idle until you get moving again. I tried only to enable that animation mod and it's still the same situation, only if I disable it then everything back to normal. I'm not sure what's going on, and there's no conflict since I also tried to enable itself. Happens to me too, but when I stop sneaking the animation changes normally, I assumed this is normal. On 1/7/2023 at 3:51 AM, Mistyfae said: what is the armor in the destruction preview? [COCO] Demon Shade On 1/9/2023 at 9:22 PM, golgoth23 said: TC command doesn't stop anim on NPC for me. Any clue ? Need to jump after controlling the NPC. If it still doesn't work then I don't know. On 1/10/2023 at 1:31 AM, Highborn said: You guys have any suggestions of feminine one handed animations (maybe with shields too) to go with Gunslicer ones? As far as I know, he didn't make that one yet. edit: it seems like it was already made, I thought the ones on Nexus were the only ones made. I have to post them on the Nexus but I don't have time. On 1/14/2023 at 12:21 PM, noobshi said: Is there a picture preview to keep track of all the pose? I'm losing my mind trying to find the one I need that I know exist in the list ? I think about doing a mini preview but the problem is that I think too much in detail (lighting - ''clothes'' - eyes - hair - lighting - different characters? - just one character, as perfect as I can do...) and I end up doing nothing On 1/14/2023 at 11:08 PM, andy_wlf said: Hi, how do I use the drunk animations? I don't know exactly, I created it but for people to use as a resource, it should work normally but I don't know how to get the MC drunk. On 1/15/2023 at 12:41 PM, Tj3 said: Hey Gunslicer, is it possibly to have your dual destrution floating animations without the footsteps sound? Love your Charakter animations! I literally spent a week trying to remove it in every way possible but it didn't work. I think the sounds are turned on somehow automatically by some kind of system in the game, because I can remove the sounds from animations without weapons. On 1/15/2023 at 3:40 PM, poporaltemporal said: @Gunslicer Thank you for your awesome animations. I used them for a while and now I am making mods of my own and I have some questions. 1) Is it ok for you that I would take your poses and credit you and put your patreon page in the credits? Your mods are really awesome but they add very many animations which probably are too much for most people. 2) Currently main use for poses is "Tease power" which I intend to make such that PC will lock on NPC (head tracking) when the PC fondles herself. There is a problem related to this. In FNIS listing GSPoses list all poses to ignore head tracking. 3) Do you know if there is good page existing which explains animation settings? In papyrus. I would like to have also some kind of "blended" animations for fondling. Meaning player might be able to fondle when they walk very much like in Toys. Mod I am currently working on that is splitting to 2 different mods is Mind of Harlot (and SexLab: Attention and Thoughts) Repository for currently both mods can be found here. https://github.com/hoppaman/MindOfAHarlot/wiki You can use the animations without problems. About headtracking: '' Format: <type> -<option,option,...> <AnimEvent> <Animation File> [<AnimObject CK>] ' type: b (basic) ' o (animated objects) ' option: a (acyclic) default: cyclic ' h (headtracking remains) default: headtracking off ' Tn (clip transition "00Next Clip": used if another idle will follow immediately) ' Ts (clip transition "IdleStop": (should be "regular idle end", but in FNIS similar to Next Clip) ' default "IdleForceDefaultState": everything set to default) ' B<n.m> Blend time into Animation ' ' <Animation File> without path (files expected in Animations\<mod name>) ' ' Example: ' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx The FNIS_GSPoser_List.txt file in Data\Meshes\actors\character\animations\GSPoser, contains the list of animations and this additional information. Change to : '' b -h,md GS1 GS1.hkx '' to '' b h,md GS1 GS1.hkx '' , maybe it will enable headtracking in the animation. The only thing I use is the letter ''o'' that activates objects in the animation, I never tested anything else. After changing the .txt file remember to use GenerateFNIS_for_Modders and select the .txt file. On 1/16/2023 at 8:46 AM, zax said: You got the lower body and legs motion perfectly on all of your combat animations so far but when it comes to Dagger animation, there's something wrong with right leg. Right leg is stiff and too far apart from left leg while moving. I don't know, but it just doesn't look good. The running animation looks normal here, if you're talking about the walking animation then I agree, in 3ds they are normal but when they go into the game they look different, there's not much I can do. I tried positioning them quite differently in the 3ds once and they were a little better, but the problem is that before the animation starts working the first frame of it is not changed by the game, and it looks like the character glitches every time the animation starts. On 1/16/2023 at 11:52 AM, ヴァル said: Damn what is the weapon on those gif it look insane for a mage it's cool af I did it with the stalhrim sword, you can get it through the console if you want, ''help gsice'' click on the player and ''additem 'number of the item that appeared' ''. I think it looks cool in an ice mage. On 1/17/2023 at 2:43 AM, PETROCHENK007 said: Can somebody help me? There are many poses that don't work, many others the character stays in first person mode and with other poses the game just crashes. Does anyone know how I can fix this? This looks pretty terrible, I don't know how to solve it maybe there's something wrong with hdt. Edited January 18, 2023 by Gunslicer 3
Doc_Oc Posted January 19, 2023 Posted January 19, 2023 For some reason, the walking backwards for me no longer has the character facing the screen when walking backwards - you see her backing up (with her back to you) instead of running "towards" you. Hopefully that makes sense. It was working a few versions ago, not sure what changed? 1
shadowman2777 Posted January 20, 2023 Posted January 20, 2023 Hi @Gunslicer I would like to ask permission to use some of your animations in my mods, with credit if that's ok. The clean floor 441 and object for my maid mod, and 319 wash self for a bathing mod. 1
Tj3 Posted January 21, 2023 Posted January 21, 2023 On 1/17/2023 at 9:42 AM, Gunslicer said: I made a similar one but only part one, part two looks cool I'll give it a try. I also can't extract kf from my animations, I didn't find information about that either. Happens to me too, but when I stop sneaking the animation changes normally, I assumed this is normal. [COCO] Demon Shade Need to jump after controlling the NPC. If it still doesn't work then I don't know. I have to post them on the Nexus but I don't have time. I think about doing a mini preview but the problem is that I think too much in detail (lighting - ''clothes'' - eyes - hair - lighting - different characters? - just one character, as perfect as I can do...) and I end up doing nothing I don't know exactly, I created it but for people to use as a resource, it should work normally but I don't know how to get the MC drunk. I literally spent a week trying to remove it in every way possible but it didn't work. I think the sounds are turned on somehow automatically by some kind of system in the game, because I can remove the sounds from animations without weapons. You can use the animations without problems. About headtracking: '' Format: <type> -<option,option,...> <AnimEvent> <Animation File> [<AnimObject CK>] ' type: b (basic) ' o (animated objects) ' option: a (acyclic) default: cyclic ' h (headtracking remains) default: headtracking off ' Tn (clip transition "00Next Clip": used if another idle will follow immediately) ' Ts (clip transition "IdleStop": (should be "regular idle end", but in FNIS similar to Next Clip) ' default "IdleForceDefaultState": everything set to default) ' B<n.m> Blend time into Animation ' ' <Animation File> without path (files expected in Animations\<mod name>) ' ' Example: ' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx The FNIS_GSPoser_List.txt file in Data\Meshes\actors\character\animations\GSPoser, contains the list of animations and this additional information. Change to : '' b -h,md GS1 GS1.hkx '' to '' b h,md GS1 GS1.hkx '' , maybe it will enable headtracking in the animation. The only thing I use is the letter ''o'' that activates objects in the animation, I never tested anything else. After changing the .txt file remember to use GenerateFNIS_for_Modders and select the .txt file. The running animation looks normal here, if you're talking about the walking animation then I agree, in 3ds they are normal but when they go into the game they look different, there's not much I can do. I tried positioning them quite differently in the 3ds once and they were a little better, but the problem is that before the animation starts working the first frame of it is not changed by the game, and it looks like the character glitches every time the animation starts. I did it with the stalhrim sword, you can get it through the console if you want, ''help gsice'' click on the player and ''additem 'number of the item that appeared' ''. I think it looks cool in an ice mage. This looks pretty terrible, I don't know how to solve it maybe there's something wrong with hdt. Thanks for trying!
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