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Animal Gen. Physics


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Posted

Animal Gen. Physics

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This mod adds the genital animal physics

 

I realized that the modification is irrelevant and not innovative. Support has been discontinued. All forces are going to go on Animal SOS. 

 

There are such animals:

bear, Chaurus, blackreachdeerHard, elk, reindeer, WhiteStag, goat,

Horse, horseF, spider

 

 

Used materials:

More Nasty Critters: SLAL Edition ( MadMansGun)

SOS - Schlongs of Skyrim (b3lisario)

 

To work Animal Gen. Physics, you need:

  1. XPMSE
  2. HDT install
  3. More Nasty Critters: SLAL Edition ( MadMansGun)
  4. Instal Body HDT Genitals (Maximum CBBE Maximum CBBE-89974-0-15BETA.7z  or another )
  5. Animal Gen. Physics

 

 

Used programs :

 

HDT Autopilot Tools for 3ds 1.0 (A good video of physics creation)

hdtHavokModifier "Just For Fun" (JFF) v4 v4  (The .xml physics editor)

BBP / JFF Guide  (siro18)  ( A small description .xml)

NifSkope_2_0

convertUi

HavokPcXsContentTools_X64_2010-2-0_20101115

3ds Max 2011

3ds Max 2017

 

The starting materials (Who needs it) Animal Gen. Physics_KIT 1.7z

 

 

 


 

Posted
53 minutes ago, olebronkosrak said:

If there are any comments write.

ok, fix my horse balls ?

 

i have no clue on how to make HDT files and i have been working on the horse as well (based on but NOT 100% the same as factoryclose's "Animated Beast's Cocks" mod)

Animated Horse Penis Patch TestV6.7z

important notes:

i have a node for the balls called "HorseBallsHDT" that was intended to do the job.

i have a problem with ragdoll effects getting applied to my "HorseGenitalsRoot" node (most likely a skeleton.hkx problem) ...it makes the bits do odd things on dead horses.

don't touch the penis nodes (or move the "HorseGenitalsRoot" node), my hkx animation files are setup to use them.

my weight painting on the female horse sucks.

it seems to be super unstable for some reason and likes to crash a lot for some people.

Posted

Hei, not so sure, that i have understand this mod description correctly. It ads something like floppy sos, but for the animals? Or are those collision meshes to interact with hdt vagina? Maybe you should add screenshots or more detailed description.

Posted
1 hour ago, MadMansGun said:

ok, fix my horse balls ?

 

i have no clue on how to make HDT files and i have been working on the horse as well (based on but NOT 100% the same as factoryclose's "Animated Beast's Cocks" mod)

Animated Horse Penis Patch TestV6.7z

important notes:

i have a node for the balls called "HorseBallsHDT" that was intended to do the job.

i have a problem with ragdoll effects getting applied to my "HorseGenitalsRoot" node (most likely a skeleton.hkx problem) ...it makes the bits do odd things on dead horses.

don't touch the penis nodes (or move the "HorseGenitalsRoot" node), my hkx animation files are setup to use them.

my weight painting on the female horse sucks.

it seems to be super unstable for some reason and likes to crash a lot for some people.

Awesome! Add another physics and it would be super. This may help with the addition of physics HDT Autopilot Tools for 3ds 1.0

Posted
1 hour ago, MadMansGun said:

there's a small problem with that: i use 2010. 

the main thing to install  HavokPcXsContentTools_X64_2010-2-0_20101115. Script is working on me3ds Max 2011 64-bit, possibly for 2010 will work.

And without a script you can do it, but you have to do everything yourself

Posted

this is a dream come true... i know its just hdt atm, but having somthing like sos where at different arousals the penis becomes hard would be so cool!

Posted
2 hours ago, Dojo_dude said:

Both mods seem to be doing the same goal, add HDT to creatures.

that's not the goal of ABC, it's for animator controlled penises & balls, not physics controlled.

so the end goals are not the same, one is 100% animator controlled, the other is 100% HDT physics controlled.

 

both ideas are good but both have problems:

100% animator: looks great for new animations that are made for them, but does absolutely nothing for preexisting animations.

100% HDT physics: works for preexisting animations, but takes away all control from the animators and limits what we can make (and we already have this problem with SOS, Eg: see my load screen for the Selachii Shark Race mod, i can't make those penis animations for SexLab)

Posted
44 minutes ago, MadMansGun said:

that's not the goal of ABC, it's for animator controlled penises & balls, not physics controlled.

so the end goals are not the same, one is 100% animator controlled, the other is 100% HDT physics controlled.

 

both ideas are good but both have problems:

100% animator: looks great for new animations that are made for them, but does absolutely nothing for preexisting animations.

100% HDT physics: works for preexisting animations, but takes away all control from the animators and limits what we can make (and we already have this problem with SOS, Eg: see my load screen for the Selachii Shark Race mod, i can't make those penis animations for SexLab)

Would it not be possible to develop a hybrid system? Say for example, ABC takes control of the peen when an animation starts.

Posted
4 minutes ago, Kija said:

Would it not be possible to develop a hybrid system? Say for example, ABC takes control of the peen when an animation starts.

That is somewhat how FloppySOS works, in that you can have the HDT physics move the balls during a SL scene, but the schlong bones move according to the animations. The problem is that this method hasn't yet been applied to creatures, Other than for something like this, to be possible:

TrollsSex2.png.f06db6647c23bff8f64eb94ecf636cde.png

 

Which I'd say is a good thing, but all I'd ask for is some HDT movement of the balls, if possible. Say if this mod had the HARD versions with the schlong just as in the above shot, just having the correct nodes(if that is the right term), so the collision works, but the schlong just uses the existing animation otherwise. But the balls get the HDT physics, which it seems most creature animations don't have any specific animations for the balls, if a creature would have them. Then there is the idea of the non-erect meshes having full HDT, so you would for example, be able to see a horse's balls bouncing around as your riding it(in the saddle on it's back, that is).

Posted
1 hour ago, Kuroyami said:

That is somewhat how FloppySOS works, in that you can have the HDT physics move the balls during a SL scene, but the schlong bones move according to the animations. The problem is that this method hasn't yet been applied to creatures, Other than for something like this, to be possible:

 

Which I'd say is a good thing, but all I'd ask for is some HDT movement of the balls, if possible. Say if this mod had the HARD versions with the schlong just as in the above shot, just having the correct nodes(if that is the right term), so the collision works, but the schlong just uses the existing animation otherwise. But the balls get the HDT physics, which it seems most creature animations don't have any specific animations for the balls, if a creature would have them. Then there is the idea of the non-erect meshes having full HDT, so you would for example, be able to see a horse's balls bouncing around as your riding it(in the saddle on it's back, that is).

that's the general idea of what i was going for, HKX controlled dick with HDT balls for the male, all HDT for the female.

the problem is i can't make HDT stuff even to save my life.

Posted
8 hours ago, MadMansGun said:

that's not the goal of ABC, it's for animator controlled penises & balls, not physics controlled.

so the end goals are not the same, one is 100% animator controlled, the other is 100% HDT physics controlled.

 

both ideas are good but both have problems:

100% animator: looks great for new animations that are made for them, but does absolutely nothing for preexisting animations.

100% HDT physics: works for preexisting animations, but takes away all control from the animators and limits what we can make (and we already have this problem with SOS, Eg: see my load screen for the Selachii Shark Race mod, i can't make those penis animations for SexLab)

Shark race mod isn't particularly my interest, but I'm extremely curious about seeing what you mean with the load screen. Anywhere to be seen?

Posted
4 hours ago, Delta6ix said:

Shark race mod isn't particularly my interest, but I'm extremely curious about seeing what you mean with the load screen. Anywhere to be seen?

if you have NifSkope you can look at the load screen nif files:

Shark Race 3.20 - NPC Plugin.7z\meshes\1custom\shark race\LoadScreens\LoadScreenHerm.nif

Shark Race 3.20 - NPC Plugin.7z\meshes\1custom\shark race\LoadScreens\LoadScreenSOSHuman.nif

hit the play button located at the top right of the program (at least that's where it is in the version i'm using)

Posted

Somehow after installing i get dwarvenspiders corrupted meshes (red sqare bla-bla). Console says spider from ImmersiveCreatures.esp. Dunno i've cheked files before install and haven't find anything about dwarvenspiders. Uninstalling fixed that :/

Posted
25 minutes ago, Tautochrone said:

Somehow after installing i get dwarvenspiders corrupted meshes (red sqare bla-bla). Console says spider from ImmersiveCreatures.esp. Dunno i've cheked files before install and haven't find anything about dwarvenspiders. Uninstalling fixed that :/

something must be wrong with your mod manager, there are no dwarven files at all in this mod (at least not so far anyways)

Posted
1 hour ago, MadMansGun said:

something must be wrong with your mod manager, there are no dwarven files at all in this mod (at least not so far anyways)

Agree, just strange it was solved so simply.
Will try to repack it without data subfolder and reinstall.
Edit-
It works, haven't test actual work of mod but no more corrupted dw.spiders. Think NMM just puts Data of mod in wrong directory.

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