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i can create sex animations in Blender .. i need someone to put them in Skyrim (check .gifs inside)


nincen

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Posted

Hi everyone.

 

I 'm kinda pro with making body animations in Blender (2 bodies connected) . I just discovered the world of Skyrim. I want to know if someone is interested into integrating my animations in a mod .

 

I 'm into big , huge amazons wrestling smaller and weaker males.     Who can help me understanding all the modding of Skyrim.  Or i can just make animations based on standard models and give animations ?  Plz guide me with step by step

 

 

This is some samples i publish on DA

 

giphy.gif

 

 

 

embrace_by_nincen1945-dceda25.png

 

 

qz2_802_by_nincen1945-dcg33jr.gif

 

 

finish_him___by_nincen1945-dcna3ib.gif

 

 

seduction_by_nincen1945-dcpyfem.gif

 

 

chun_li_hunting_1_by_nincen1945_dcu6bkn-

 

t200_by_nincen1945-dcrc652.gif

 

shaking_by_nincen1945-dcuuit4.gif

 

 

biceps_by_nincen1945-dcwazue.gif

 

 

  dd759o5-9288c07b-b5f9-44e5-8f53-4daf6c81

 

 

dd5ud3n-7b66c76d-c0cd-41a6-8bb7-81dc991d

 

dd67v4b-146f9c51-f607-411a-95f2-7d21d526

 

 

Posted

i can make much of explicit animations : facesitting, scissoring , trampling .. etc etc ..    hope i can help

Posted

i can do normal animations as well : doggy style and all the usual stuff.   Can someone let me know what i should start from ?   The best would that i can import a female and male character into Blender and output a .dae or .fbx   but i can try to learn how to mod.  

Posted

Would love to give you some pointers but unfortunately I'm only familiar how to get things working in 3ds Max.

There are almost no guidelines to find concerning Blender (at least not how to get it working in Skyrim) so I can't really send you a link either to help you further.

 

Most (if not all?) animators for skyrim use 3ds Max though so I'm not really certain if they'd be able to help you further.

At least for skyrim you'd want the animation files to end up as .hkx files in order to make them work, the (old but still viable) rigs for 3ds max can be found here https://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rigs-draugr-v0132-2015-09-22/

Those are for 3ds max of course, but you might be able to import them somehow into your Blender program (although I'm not sure how), otherwise i'd advise to import the male/femalebody nifs (only to serve as a reference) and importing the skeleton files (https://www.loverslab.com/topic/25971-xp32-maximum-skeleton-special-extended-xpmsse/).

 

That being said maybe someone else knows how to give some better guidelines because like I said, I don't use Blender.

 

Posted

hello,

 

thx for reply.  But if i export a .fbx or .dae animation  from Blender so you can import it in 3dsmax , it should be ok ? The only thing i need it's to get 2 skyrim characters to make the animations on.  Let's say a character of 6feet5 and another of 5feet5. I started to have a look into Skyrim modding and it's look incredible complicated  :(

Posted
15 minutes ago, nincen said:

hello,

 

thx for reply.  But if i export a .fbx or .dae animation  from Blender so you can import it in 3dsmax , it should be ok ? The only thing i need it's to get 2 skyrim characters to make the animations on.  Let's say a character of 6feet5 and another of 5feet5. I started to have a look into Skyrim modding and it's look incredible complicated  :(

Sorry but I have no idea if that would work. Honestly I doubt it for 3ds Max since you need a very specific plugin in order to export them from 3ds Max. I doubt that plugin would accept those exported .fbx files as is.

 

At least in 3ds Max you set the keyframes on the bones for the skeleton, then when exporting them using that plugin it will export them as .XML files.

Afterwards you need to do a couple of steps using a converter, in order to export those .XML files to .HKX files.

I guess if you can get the skeleton imported into Blender,animate them, and are able to export it as .XML files it "should" be fine.....but then again, that specific plugin uses the bone list when exporting so I'm not really sure till how far that's possible (if at all) within Blender.

Bodies in Blender or 3DS Max purely serve as reference material, and don't have any effect on the animation at all.

 

Once again I'm no Blender expert or user. So I might even be entirely wrong with what I just wrote.

Posted
46 minutes ago, Azazellz said:

Have no idea how to deal with 2 skeletons in Blender (because most of sex and other animations is "Paired Animations", like Kill Moves - so, they should contain two controlled skeletons).

But for single skeleton we have this tool https://www.nexusmods.com/skyrim/mods/34671 (or this pack https://www.nexusmods.com/skyrim/mods/62065)

Don't know, maybe this will help.

 

wow, the first tool looks incredible :)    I've to find my copy of Skyrim and give a try to this.    So basicaly, if i can create a .hkx  animation with this.   What is UNP ? It's a special armature for females ?   My female in the file seems to be default. How Skyrim deals with size difference ?

 

 

 

 What's the next step ?  I ve started to look around and saw something like  "SexLab" tool .

 

Not sure , but this would help me to include easily my animations ?     Skyrim has no facial animations ?

Posted

After you make new animation - you should use FNIS for making new behavior file with animation_events, linked with your new animation.

Look on FNIS page on nexus for FNIS documentation.

At this step your need only FNIS and text editor.

 

And then you have all this stuff - you can play your animations with SexLab.

If I remember correctly, Sexlab only gathers animations - nothing else. You should use another things (like Aroused of Defeat) for triggering them. Or you can make your personal mod, which will trigger animations - it's all your choice.

And here you will need Creation Kit and all related stuff - you should be familiar with scripting, dialogue systems, quests, etc.

 

Or you can use OSA engine for triggering (like OSEX do).

But I have no idea how OSA\OSEX works ?

Posted
18 minutes ago, Azazellz said:

.

your going too far ahead here, they need to make a animation and export a working hkx* file before anything else.

 

*or export a kf file and convert it into a hkx with hkxcmd.exe

 

(also those street fighter animations won't work in Skyrim, the game does not allow hkx based animations to rescale nodes, that means no head squishing allowed)

Posted

yes.  i need to go slowly at first.

 

There's so so so many stuff and things around on nexus mod : UNP, Bodyslide,  HDT, BBP ...  it never ends and at first glance it looks like a huge mess.

 

Basicaly, i would like to make animations for characters like this  (death by snu snu seems excellent name ^^ )

 

https://www.nexusmods.com/skyrim/mods/90528

 

Also, i was wondering if it's possible

 

- to animate the face 

- and maybe even modify the mesh during animation ( the amazon squeeze him so hard he got flatten  ^^ )

- create new armature (add bones ?)

Posted
26 minutes ago, nincen said:

- to animate the face 

Possible. Through scripts.

Don't know how exactly, but possible ?

Facial Expression Project as example.

26 minutes ago, nincen said:

- and maybe even modify the mesh during animation ( the amazon squeeze him so hard he got flatten  ^^ )

Possible.

But very unstable, hard and with a ton of conflicts. And not through animation, but through completely different things (like .tri morphs or bone scaling\moving - and all this should be linked and synced with your animations via scripts).

So if you are beginner - think about it as "impossible" ?

26 minutes ago, nincen said:

- create new armature (add bones ?)

Bad idea. Because you need new custom skeleton for that.

Nobody will use your animations, if they will have conflicts with XPMSE.

 

I think you should start from simpler things - like workout animations, for example.

Posted

Thx !   In Blender, it's possible to scale bone (on x,y or z; just like location and rotation) so you can make the mesh flatten.. I dont know if Skyrim animations handle the scale of bones in animations. Whatever, as you said, better start with something simple

Posted
8 minutes ago, Andy14 said:

For sure?

Yes.

As MadMansGun said: "the game does not allow hkx based animations to rescale nodes".

If you want to scale something - you should use NetImmerse (NiOverride) scripts for this.

And even with this you can't scale one or two axis separately. Only all three together.

Posted
19 minutes ago, Azazellz said:

Yes.

As MadMansGun said: "the game does not allow hkx based animations to rescale nodes".

If you want to scale something - you should use NetImmerse (NiOverride) scripts for this.

And even with this you can't scale one or two axis separately. Only all three together.

That's bad. Thanks for the answer.

Posted
1 hour ago, nincen said:

to animate the face 

our only control:

    a1_stage_params= [
        Stage(stagenumberhere, open_mouth=True),
    ],

 

1 hour ago, nincen said:

and maybe even modify the mesh during animation

no

1 hour ago, nincen said:

create new armature (add bones ?) 

possible but a extremely bad idea, that can and will fuck up all other animations, also it will most definitely fuck up the head tri data files if you try to modify the head mesh in any way.

 

1 hour ago, nincen said:

should i need XP32 Maximum Skeleton - XPMS  ?  Anyway, i will try to figure it out.

actually for making skyrim animations it's best to use the stock Skeleton to ensure maximum compatibly between the different body mods (i myself also use the stock bodys).

Posted

ok; but if i want my female character to be big like 6feet5 i need XP32, right ?

 

I ask because in the Animation Tools N3, there's like a default UNP female character . I want her to be bigger than the default male.  Skyrim seems  to not auto-scale animations. So i need to make animations with characters with the size i want them in the game

Posted

Well, you can use "SetScale" script command for making character bigger, as well as NetImmerse scripts, if character is not big enough at the moment when animation starts.

But you should make animation with "bigger" character in mind.

Like, scale one character up to 20%, animate with this, scale it down and export.

When animation start ingame, by using scripts you should check current character scale, and if it not big enough - you should scale it up, so it will match +20% scale from animation.

Kinda possible.

 

But how this will work... Have no idea. Scaling system in Skyrim and Blender may be different ("center points", for example, may be in different places).

 

Common SexLab animations plays on characters scaled to 1, and SexLab even have special toggle option in configs to scale character to default values when animation start.

And hotkeys for moving characters for better matching in animation, if something gone wrong.

 

If you making just a pose\solo animation - all this is not matter, because game will use your current character size.

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