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Refining existing lovers animations 1.3 u


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Posted

http://cs.elderscrolls.com/index.php/Facial_expressions_in_animations

 

There seem to be a lot of possibilities. I support that idea

 

Creating custom facial expressions are still not so clear for me yet. That you can see in chair animations are copypasted form already existing animations, i don't even know what this UESPwiki author wanted to do with FaceGen, it seems totally useless for me, there is no way to export facial expressions from that thing. Not the best tutorial it is. At least some expression codes should have been included on that page. Sadly i found no more sources. Only this one you have linked.

 

EDIT: For the love of Azura, i just found out a big trick with IK Solver which may makes animations even more precise and it may speed up the animating proccess. I can't wait to try it out.

Posted

 

Creating custom facial expressions are still not so clear for me yet. That you can see in chair animations are copypasted form already existing animations' date=' i don't even know what this UESPwiki author wanted to do with FaceGen, it seems totally useless for me, there is no way to export facial expressions from that thing. Not the best tutorial it is. At least some expression codes should have been included on that page. Sadly i found no more sources. Only this one you have linked.

[/quote']

 

?

 

http://cs.elderscrolls.com/index.php/Facial_expressions_in_animations#List_of_Expressions

 

There are the codes for facial expression that are possible in Oblivion. FaceGen is only useful if you want to see how the expression would look in-game. The actual facial animations are added with nifskope, as explained. You create new textblocks and then you add the code for each expression you want, deciding the magnitude of the expression and the duration (build-up and fade-out). You can mix and match all of them anyway you like.

 

The only way to preview these expressions is with the FaceGen tool, otherwise you have to start Oblivion and let the animation you modified with facial expressions play.

 

And nifskope is the only way to add facial expressions as far as I know. Neither blender nor 3DSmax can do it.

Posted

FaceGen is only needed to copy the expression codes from. You paste these into Nifscope down to that "NiTextKeyExtraData". That´s how I understand it. And these entries are there, some anims have more, others less.

Posted

 

And nifskope is the only way to add facial expressions as far as I know. Neither blender nor 3DSmax can do it.

 

Of course there is a way to add facial expressions with 3DSmax linked inside a note in the Bip01 line. But i can't figure out how to exactly create facial expressions. I guess there is a number for each basic expression which is a part of a complex complexion.

If i open the FaceGen, nothing refers to these numbers i should see.

 

#kasimir: Can you tell me exactly where can i see the numbers in FaceGen? When i create an expression it shows no numbers i can grab and insert to elsewhere.

Posted

Unfortunately, I´ve never tried FaceGen out, that´s all what I understand reading the tutorial.

But just thinking of it, is FaceGen really required? From what it looks, the list of expressions should be enough, one could insert them together with some already existing strings of numbers in nifskope to see how it looks.

Hm well I don´t even truly understand that example in the tut. 100% of this and 50% of that add up to one expression?

Posted

Unfortunately' date=' I´ve never tried FaceGen out, that´s all what I understand reading the tutorial.

But just thinking of it, is FaceGen really required? From what it looks, the list of expressions should be enough, one could insert them together with some already existing strings of numbers in nifskope to see how it looks.

Hm well I don´t even truly understand that example in the tut. 100% of this and 50% of that add up to one expression?

[/quote']

 

Really, i have no idea, ill figure out sonner or later. But now im starting to make a new table anim with the IK solver tricks. This must be even smoother! Get ready for some new stuff.

 

#Morvo: I will make one soon!

 

The next table anim will take the number of 77.

Posted

Speaking of tables, Anim 143, created by Nusbie, involves a table.

However, theres nothing showing up ingame, so is the table included, or do I have to choose a position next to a "real" table?

Posted

 

 

Of course there is a way to add facial expressions with 3DSmax linked inside a note in the Bip01 line. But i can't figure out how to exactly create facial expressions. I guess there is a number for each basic expression which is a part of a complex complexion.

If i open the FaceGen' date=' nothing refers to these numbers i should see.

 

#kasimir: Can you tell me exactly where can i see the numbers in FaceGen? When i create an expression it shows no numbers i can grab and insert to elsewhere.

[/quote']

 

The skeleton has nothing to do with facial animations. Not sure how adding something to the Bip01 bone would add facial expressions since those informations are stored inside the morph files of the head (the .tri files, I believe).

Posted

 

The skeleton has nothing to do with facial animations. Not sure how adding something to the Bip01 bone would add facial expressions since those informations are stored inside the morph files of the head (the .tri files' date=' I believe).

[/quote']

 

Friend, im not lying to you :)

I i know nothing about programming but this is the fact, the note which attached to the Bip01 Bone contains extra datas about the animation, not only the facial expressions, it contains the "start" and "end" notes too, which tells the other programs (Oblivion, Nifskope) the actual length of animation. For example if an animation 20 sec long, and the "End" note is at 10 sec, the animation will loop from 0 to 10 sec which makes the animation shorter, and the scene will be never played properly. If the "End" at the 30th sec, as soon as the scene reach 20 sec, there will be a 10 sec motionless freeze. So these notes are essential.

 

Just take a look the the picture! Only Bip01 selected from the skeleton. (arrows from pelvis)

And this is also a teaser from the next anim :)

 

 

Posted

Speaking of tables' date=' Anim 143, created by Nusbie, involves a table.

However, theres nothing showing up ingame, so is the table included, or do I have to choose a position next to a "real" table?

[/quote']

 

Hi,

 

The table is included with the animation. If it is not showing you probably didn't put the idleobjects meshes into the folder at all, or into the correct folder. If this is not the case and it plays the animation with receiver is being placed on the floor try lifting her/him up with the 0 key and the table should lift with them. Hope that helps.

Posted

Speaking of tables' date=' Anim 143, created by Nusbie, involves a table.

However, theres nothing showing up ingame, so is the table included, or do I have to choose a position next to a "real" table?

[/quote']

 

Yes you will need 4 pieces of #143 NIF Files (from 143_DefMotionx0x1 to 143_DefMotionx3x1)in your Oblivion\Data\Meshes\IdleObjects\Lovers.

 

Otherwise you may consider upgrading your Idleanims\ObjectsPriority.esp-s in order to increase the limitations of number of items.

As i know there are no animations which uses real Objects, like a real table, these objects are attached to the "Defender" (usually who receives cock) and these NIF objects an be found in a separate folder.

Every single scene has its own Object.

Posted

That´s it. It was simply mssing in the deadra sutra pack, downloaded nusbie´s pack, et voila, there it is :P

I was just unsure wether there is an object included or not.

Posted

 

Friend' date=' im not lying to you :)

I i know nothing about programming but this is the fact, the note which attached to the Bip01 Bone contains extra datas about the animation, not only the facial expressions, it contains the "start" and "end" notes too, which tells the other programs (Oblivion, Nifskope) the actual length of animation. For example if an animation 20 sec long, and the "End" note is at 10 sec, the animation will loop from 0 to 10 sec which makes the animation shorter, and the scene will be never played properly. If the "End" at the 30th sec, as soon as the scene reach 20 sec, there will be a 10 sec motionless freeze. So these notes are essential.

 

Just take a look the the picture! Only Bip01 selected from the skeleton. (arrows from pelvis)

And this is also a teaser from the next anim :)

 

 

[/quote']

 

Never meant that you are lying, it just baffles me I've never heard about adding facial animations directly in 3DSMax. All the tutorials (even the one for Fallout 3!) say that this can only be done in nifskope.

 

The fact that you discovered this is kinda like a little breakthrough.

Posted

Thanks Sharppy!

 

Here is the next ration. Some new tasty table "behind" scene. :cool:

Bon appetit :exclamation:

 

Screenshots:

 

File:

 

 

 

Put everything in the proper folder.

 

Good man! I'll check this out when I get home.

Posted

Just a suggestion, but could you make a 69 animation and/or one with the man holding the woman's breasts with the woman holding her hands on top on his? Thanks for the great work :)

 

PS - would it also be possible to re create these fallout 3 animations for oblivion?

http://www.loverslab.com/attachment.php?aid=7857

http://www.loverslab.com/attachment.php?aid=9148

http://www.loverslab.com/attachment.php?aid=9149

http://www.loverslab.com/attachment.php?aid=9944

http://www.loverslab.com/attachment.php?aid=9152

Thanks

Posted

Couple of problems with the new anim.

 

Phase 2, defender's foot is twisted so the ankle looks broken, nasty :/ (the foot closest to the floor)

 

Cumming phase, if you let it loop... lol just watch its pretty lulzy.

Posted

Just a suggestion' date=' but could you make a 69 animation and/or one with the man holding the woman's breasts with the woman holding her hands on top on his? Thanks for the great work :)

 

PS - would it also be possible to re create these fallout 3 animations for oblivion?

http://www.loverslab.com/attachment.php?aid=7857

http://www.loverslab.com/attachment.php?aid=9148

http://www.loverslab.com/attachment.php?aid=9149

http://www.loverslab.com/attachment.php?aid=9944

http://www.loverslab.com/attachment.php?aid=9152

Thanks

[/quote']

 

Great suggestions! Only one problem that i don't know anything about the movement details of these, i can create these poses but seems i need to use my imagination for the rest, but it is possible yes,i think ill make them, it takes 2 packs. To make it faster, i can compresse them into one animations pack if i omit one of these.

 

#Legit1337: I will send you a more correct version of Phase 2 defender, but i see no reason to edit the cumming phase, because this phase is short and obviously it won't loop for most of the players.

Posted

Just a suggestion' date=' but could you make a 69 animation and/or one with the man holding the woman's breasts with the woman holding her hands on top on his? Thanks for the great work :)

 

PS - would it also be possible to re create these fallout 3 animations for oblivion?

http://www.loverslab.com/attachment.php?aid=7857

http://www.loverslab.com/attachment.php?aid=9148

http://www.loverslab.com/attachment.php?aid=9149

http://www.loverslab.com/attachment.php?aid=9944

http://www.loverslab.com/attachment.php?aid=9152

Thanks

[/quote']

 

Great suggestions! Only one problem that i don't know anything about the movement details of these, i can create these poses but seems i need to use my imagination for the rest, but it is possible yes,i think ill make them, it takes 2 packs. To make it faster, i can compresse them into one animations pack if i omit one of these.

 

#Legit1337: I will send you a more correct version of Phase 2 defender, but i see no reason to edit the cumming phase, because this phase is short and obviously it won't loop for most of the players.

 

Alrighty, that's up to you. But it is pretty funny :D

 

Eagerly awaiting more of your awesome anims.

Posted

Thanks Sharppy!

 

Here is the next ration. Some new tasty table "behind" scene. :cool:

Bon appetit :exclamation:

 

Screenshots:

 

File:

 

 

 

Put everything in the proper folder.

 

Awsome work as usual, I have to say I prefer table one over chairs

Posted

Wow great new animation Northern, especially for table animation thanks :)

 

One thing can you make the girl expression to be more like in hentai (its like she feels pain but feels pleasure)

 

And that fallout animation looks good if its in oblivion

Posted

Couple of problems with the new anim.

 

Phase 2' date=' defender's foot is twisted so the ankle looks broken, nasty :/ (the foot closest to the floor)

 

Cumming phase, if you let it loop... lol just watch its pretty lulzy.

[/quote']

 

I've fixed the Defender in 77/2 i saw the problem at the right knee, it was twisted that IK solver seems tried to correct by twisting the ankle itself too.

 

Try this one hopefully it is ok now.

 

 

 

Thanks for waking my attention for this sir, you are an attentive man i like that. Keep reporting if you see something wrong.

Also thanks for the kind words by others!

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