cefwyn Posted January 14, 2013 Author Posted January 14, 2013 Having to reply from my phone so hopefully I remember everything I need to respond to. First off I'm starting with adult animations here because they are piss easy compared to something I would do for a realistic run, walk, or even idle animation. As for outfits needing weighted just for xpms, that is not true because most of the bones are aimed towards accessories or weapon placement, and then there are a few extra bones which make it possible to animate clothing more realistically but isn't required, and then there's the bbp/tbbp bones which are quite easy to do weights for and have already been done for many outfits. Requiring a specific skeleton for animations is hardly unusual. I can't guarantee the animations will do as advertised if you think installing one additional file is too much work. I am planning to implement much of CoC into Skyrim as a series of quest/gameplay mods so will probably cover most hentai, forced sex, and some animations that will work for beast races (though that'll be much later probably). I didn't expect to be stuck at work today, so I won't be able to do anything until I get off tommorrow afternoon. I did manage to get my rig set up and will be able to at least start posting WIP screenies shortly. EDIT: @VinnyNotris: What sort of animations are you talking about? Most custom races don't need special animations, and a sharkgirl could probably work using the argonian and khajit animations if the tail isn't weighted to move too much but just enough to follow the tail bones a little.
jbezorg Posted January 15, 2013 Posted January 15, 2013 Requiring a specific skeleton for animations is hardly unusual. I can't guarantee the animations will do as advertised if you think installing one additional file is too much work. Hardly unusual at all. Especially for anyone who's played oblivion and had female characters with breasts stretching to infinity can attest to.
jbezorg Posted January 15, 2013 Posted January 15, 2013 i have xp's skeleton and i can drag corpses without any issue. Do you use the Realistic Ragdoll mod? Quoting XP32: @SolidMarine The proof why this skel build for RR - without RR esp' date=' try dragging a corpse (hold E) , if you can't dragged it then it's for RR - with RR esp. you should be able to drag any corpse [/quote'] The XPMS skeleton allows for node scaling. This is utilized in to allow for scaling individual breasts and buttox. From the initial look, this is like having CBBE bodyslide available within the game and scriptable by Papyrus What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing . Since it's the skeleton doing the work in theory it would work for CBBE, ADEC, UNP, UNPB, LadyBody, etc. and any favorite clothing mod you have. I tried it with and except for clipping on insanely huge breasts ( 5x @ 100% body weight ), clothing scaled. UNPB BBP @ 100% with breasts set at 2.0x ( started to get some clipping ) UNPB BBP @ 100% with breasts set at 2.5x
shane4244 Posted January 15, 2013 Posted January 15, 2013 Falmer and Troll rape Is that possible yet or are we lacking a skeleton that can be properly animated for creatures? Also if that kind of thing offends you, I guess you wouldn't want to do that anyway.Creature animations are something a lot of ppl would like to see including myself.
Mr. Fear Posted January 15, 2013 Posted January 15, 2013 Can you make cum animation for sex mods ? Such as cumming inside a pussy and bits dripping out when the male takes the penis out or make animations of cumming in female's face or body? Enema mod from UnderwaterTentacles http://www.loverslab.com/showthread.php?tid=13187 Hope this will help
kael828 Posted January 15, 2013 Posted January 15, 2013 I use whichever skeleton works best for tbbp. I still have the issue with the deformed breasts on dead bodies - did that ever get fixed??? - and look for anything new for tbbp - animations, armors, skeletons, etc. So I'm definitely in favor of anything you decide to do! =)
Guest Plastrader Posted January 15, 2013 Posted January 15, 2013 check out mod organizer linked in my sig. 1 installations of Skyrim stays clean and it loads mods at game load time. It also has profiles so that you can have a bunch of different setups without a bunch of different installations. it really is a much better mod tool. This tool looks promising but there are some problems. I've PMd you but either you haven't seen it yet or the forum is acting up.
Nova eXelon Posted January 15, 2013 Posted January 15, 2013 What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing . This alone is reason enough to use the XPMS skeleton.
ShadeAnimator Posted January 15, 2013 Posted January 15, 2013 i have xp's skeleton and i can drag corpses without any issue. Do you use the Realistic Ragdoll mod? Quoting XP32: @SolidMarine The proof why this skel build for RR - without RR esp' date=' try dragging a corpse (hold E) , if you can't dragged it then it's for RR - with RR esp. you should be able to drag any corpse [/quote'] The XPMS skeleton allows for node scaling. This is utilized in to allow for scaling individual breasts and buttox. From the initial look, this is like having CBBE bodyslide available within the game and scriptable by Papyrus What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing . Since it's the skeleton doing the work in theory it would work for CBBE, ADEC, UNP, UNPB, LadyBody, etc. and any favorite clothing mod you have. I tried it with and except for clipping on insanely huge breasts ( 5x @ 100% body weight ), clothing scaled. UNPB BBP @ 100% with breasts set at 2.0x ( started to get some clipping ) UNPB BBP @ 100% with breasts set at 2.5x It is not so simple. You are missing one thing - mesh skinning. You can make whatever skeleton you want, make thousands of bones for every millimeter of a character, so it deforms the way you want, but it will be useless untill those CBBE, UNP and other bodies and clothes are skinned to this new skeleton. And it is a lot of work to skin each and every model for a new skeleton.
cefwyn Posted January 15, 2013 Author Posted January 15, 2013 Is that possible yet or are we lacking a skeleton that can be properly animated for creatures? Also if that kind of thing offends you' date=' I guess you wouldn't want to do that anyway.Creature animations are something a lot of ppl would like to see including myself. [/quote'] Beast animations will require creating animations specific to their skeletons. Each beast has it's own skeleton from what little I looked into it, so it'll be a lot more work. I will probably start on it after I get a few animations done though. Can you make cum animation for sex mods ? Such as cumming inside a pussy and bits dripping out when the male takes the penis out or make animations of cumming in female's face or body? Enema mod from UnderwaterTentacles http://www.loverslab.com/showthread.php?tid=13187 Hope this will help That probably wouldn't be too hard' date=' but I would need to look into how to set up emitters in nifskope. It'll probably end up as a later addition to the animations as I get them done. I use whichever skeleton works best for tbbp. I still have the issue with the deformed breasts on dead bodies - did that ever get fixed??? - and look for anything new for tbbp - animations, armors, skeletons, etc. So I'm definitely in favor of anything you decide to do! =) I'm pretty sure the deformed breasts on dead bodies is due to the ragdoll engine in the game. If it's like most I've dealt with, it's got the bone names hard-coded into the engine and so the only bones getting animated will be the vanilla skeleton bones with no way of adding new ones. Therefore, it may never be fixed. i have xp's skeleton and i can drag corpses without any issue. Do you use the Realistic Ragdoll mod? Quoting XP32: @SolidMarine The proof why this skel build for RR - without RR esp' date=' try dragging a corpse (hold E) , if you can't dragged it then it's for RR - with RR esp. you should be able to drag any corpse [/quote'] The XPMS skeleton allows for node scaling. This is utilized in to allow for scaling individual breasts and buttox. From the initial look, this is like having CBBE bodyslide available within the game and scriptable by Papyrus What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing . Since it's the skeleton doing the work in theory it would work for CBBE, ADEC, UNP, UNPB, LadyBody, etc. and any favorite clothing mod you have. I tried it with and except for clipping on insanely huge breasts ( 5x @ 100% body weight ), clothing scaled. UNPB BBP @ 100% with breasts set at 2.0x ( started to get some clipping ) UNPB BBP @ 100% with breasts set at 2.5x It is not so simple. You are missing one thing - mesh skinning. You can make whatever skeleton you want, make thousands of bones for every millimeter of a character, so it deforms the way you want, but it will be useless untill those CBBE, UNP and other bodies and clothes are skinned to this new skeleton. And it is a lot of work to skin each and every model for a new skeleton. Mesh skinning is so easy it's hardly an issue. Everything already skinned for vanilla will work with XPMS but without BPP. Everything skinned for BPP will work but without TBBP. The only meshes likely to use many of the bones in XPMS will have been made specifically for it so again no issue. I used to have to rig and skin 100's of meshes in a very short amount of time. If the mesh is made right then applying weights by heat will automatically get you at least 60% of the way finished, then it's just a case of cleaning up the vertex groups and adding in the little details that really make a mesh animate well.
bp70 Posted January 15, 2013 Posted January 15, 2013 what sex mods are you planning on relesing your work in? also, do you think you can make a misionary pose like this one for skyrim?
cefwyn Posted January 15, 2013 Author Posted January 15, 2013 I have plans for a mod which will use them all but that'll be much later probably, so besides doing some basic testing with FNIS I'll leave it up to the modders to make use of them. The way I understand it, i'll just need to create a behavior file via FNIS which contains the animations. Hopefully after that it'll take no real effort to tie them in to the various mods that are already floating around this forum.
bp70 Posted January 15, 2013 Posted January 15, 2013 I have plans for a mod which will use them all but that'll be much later probably' date=' so besides doing some basic testing with FNIS I'll leave it up to the modders to make use of them. The way I understand it, i'll just need to create a behavior file via FNIS which contains the animations. Hopefully after that it'll take no real effort to tie them in to the various mods that are already floating around this forum. [/quote'] oh okay. however in the meantime, how are we going to be able to play the animations? i apologise in case theres a mod that plays animations out there, but i wouldnt know about it.
cefwyn Posted January 15, 2013 Author Posted January 15, 2013 FNIS comes with a spell for playing it's animations. Easiest way, which I'll probably use to test them, is to replace one of the animations tied to that spell. Otherwise I'll just create a separate mod that does the same thing. I'm still fixing my rig for blender since XPMS was very obviously created in 3DS Max (Never did like that program), and then once the animation is complete I'm sure there will be some issues I'll have to sort since I've never worked with havok animations before. Once the animations start getting released they will be released quite regularly, but it's hard to say how long until the first set are done.
ShadeAnimator Posted January 15, 2013 Posted January 15, 2013 Is that possible yet or are we lacking a skeleton that can be properly animated for creatures? Also if that kind of thing offends you' date=' I guess you wouldn't want to do that anyway.Creature animations are something a lot of ppl would like to see including myself. [/quote'] Beast animations will require creating animations specific to their skeletons. Each beast has it's own skeleton from what little I looked into it, so it'll be a lot more work. I will probably start on it after I get a few animations done though. Can you make cum animation for sex mods ? Such as cumming inside a pussy and bits dripping out when the male takes the penis out or make animations of cumming in female's face or body? Enema mod from UnderwaterTentacles http://www.loverslab.com/showthread.php?tid=13187 Hope this will help That probably wouldn't be too hard' date=' but I would need to look into how to set up emitters in nifskope. It'll probably end up as a later addition to the animations as I get them done. I use whichever skeleton works best for tbbp. I still have the issue with the deformed breasts on dead bodies - did that ever get fixed??? - and look for anything new for tbbp - animations, armors, skeletons, etc. So I'm definitely in favor of anything you decide to do! =) I'm pretty sure the deformed breasts on dead bodies is due to the ragdoll engine in the game. If it's like most I've dealt with, it's got the bone names hard-coded into the engine and so the only bones getting animated will be the vanilla skeleton bones with no way of adding new ones. Therefore, it may never be fixed. i have xp's skeleton and i can drag corpses without any issue. Do you use the Realistic Ragdoll mod? Quoting XP32: @SolidMarine The proof why this skel build for RR - without RR esp' date=' try dragging a corpse (hold E) , if you can't dragged it then it's for RR - with RR esp. you should be able to drag any corpse [/quote'] The XPMS skeleton allows for node scaling. This is utilized in to allow for scaling individual breasts and buttox. From the initial look, this is like having CBBE bodyslide available within the game and scriptable by Papyrus What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing . Since it's the skeleton doing the work in theory it would work for CBBE, ADEC, UNP, UNPB, LadyBody, etc. and any favorite clothing mod you have. I tried it with and except for clipping on insanely huge breasts ( 5x @ 100% body weight ), clothing scaled. UNPB BBP @ 100% with breasts set at 2.0x ( started to get some clipping ) UNPB BBP @ 100% with breasts set at 2.5x It is not so simple. You are missing one thing - mesh skinning. You can make whatever skeleton you want, make thousands of bones for every millimeter of a character, so it deforms the way you want, but it will be useless untill those CBBE, UNP and other bodies and clothes are skinned to this new skeleton. And it is a lot of work to skin each and every model for a new skeleton. Mesh skinning is so easy it's hardly an issue. Everything already skinned for vanilla will work with XPMS but without BPP. Everything skinned for BPP will work but without TBBP. The only meshes likely to use many of the bones in XPMS will have been made specifically for it so again no issue. I used to have to rig and skin 100's of meshes in a very short amount of time. If the mesh is made right then applying weights by heat will automatically get you at least 60% of the way finished, then it's just a case of cleaning up the vertex groups and adding in the little details that really make a mesh animate well. What I am talking about is - skyrim need a real standart in non-vanilla skeleton. I'm not sure that XP32's skeleton can be called ultimate, there are much more to do. Like a bone for pregnancy imitation, maybe muscle bones, etc. And once there is such a skeleton, then, maybe, I will even help with skinning old models to that new skeleton, I worked a lot with skinning too. And I will make a nice 3ds max rig for that skeleton too, with dynamics for hair and cloth even. There are a lot of bugs and unnecessary prerequirements for it I just say, that I'm not sure that it is time to start skinning all those hundreds of models to XP32's skeleton. Skinning is easy, but there are a lot of modes, and you also need to properly export every one of them, thats a lot of work.
Jimjim117 Posted January 15, 2013 Posted January 15, 2013 @blankproject, Well technically speaking these animations are not for us users but for the modders to use in there mods which we can then use. So the whole idea is a mod author comes here requests/uses the animations for their mods and credits cefwyn for it.
poblivion Posted January 15, 2013 Posted January 15, 2013 Can you please do some animation with a werewolf? Maybe something like the picture ( doggy position ). Thanks
shane4244 Posted January 15, 2013 Posted January 15, 2013 I have something else I wouldn't mind seeing at some point, a female idle with the hands at the hip,swaying back and forth with BPP support.That idle is available for this game and oblivion but I would like to see it with some bounce.(not too much though) Thank you I'm sure you have more than enough to do. As far as the skeleton goes(which I'm tired of reading about)xp32 is already a requirement of one of the big 3 sexmods we have, which is what most these animations will be used for,I use it I have no problems,plenty of armor/clothing options and I don't care about moving dead bodies around.I do like bouncy breast though.So unless Cmod or Waxen come on here and say they refuse to use these because of the skeleton and don't see the problem if your willing to do the extra work to use the xp32 skeleton.
killercam21 Posted January 16, 2013 Posted January 16, 2013 do your best cant wait to see this put up
cefwyn Posted January 16, 2013 Author Posted January 16, 2013 Is that possible yet or are we lacking a skeleton that can be properly animated for creatures? Also if that kind of thing offends you' date=' I guess you wouldn't want to do that anyway.Creature animations are something a lot of ppl would like to see including myself. [/quote'] Beast animations will require creating animations specific to their skeletons. Each beast has it's own skeleton from what little I looked into it, so it'll be a lot more work. I will probably start on it after I get a few animations done though. Can you make cum animation for sex mods ? Such as cumming inside a pussy and bits dripping out when the male takes the penis out or make animations of cumming in female's face or body? Enema mod from UnderwaterTentacles http://www.loverslab.com/showthread.php?tid=13187 Hope this will help That probably wouldn't be too hard' date=' but I would need to look into how to set up emitters in nifskope. It'll probably end up as a later addition to the animations as I get them done. I use whichever skeleton works best for tbbp. I still have the issue with the deformed breasts on dead bodies - did that ever get fixed??? - and look for anything new for tbbp - animations, armors, skeletons, etc. So I'm definitely in favor of anything you decide to do! =) I'm pretty sure the deformed breasts on dead bodies is due to the ragdoll engine in the game. If it's like most I've dealt with, it's got the bone names hard-coded into the engine and so the only bones getting animated will be the vanilla skeleton bones with no way of adding new ones. Therefore, it may never be fixed. Do you use the Realistic Ragdoll mod? Quoting XP32: [/url] The XPMS skeleton allows for node scaling. This is utilized in RaceMenu to allow for scaling individual breasts and buttox. From the initial look' date=' this is like having CBBE bodyslide available within the game and scriptable by Papyrus What this means is that if someone wanted to do a pregnancy mod they could possibly use node scaling to gradually increase the stomach and breasts to get a smooth transition over time. [i']With the current body mods already available. Without swapping bodies or doing hidden race changes. And it would not requiring special clothing[/i] . Since it's the skeleton doing the work in theory it would work for CBBE, ADEC, UNP, UNPB, LadyBody, etc. and any favorite clothing mod you have. I tried it with Bouncy Bodices and except for clipping on insanely huge breasts ( 5x @ 100% body weight ), clothing scaled. UNPB BBP @ 100% with breasts set at 2.0x ( started to get some clipping ) UNPB BBP @ 100% with breasts set at 2.5x It is not so simple. You are missing one thing - mesh skinning. You can make whatever skeleton you want, make thousands of bones for every millimeter of a character, so it deforms the way you want, but it will be useless untill those CBBE, UNP and other bodies and clothes are skinned to this new skeleton. And it is a lot of work to skin each and every model for a new skeleton. Mesh skinning is so easy it's hardly an issue. Everything already skinned for vanilla will work with XPMS but without BPP. Everything skinned for BPP will work but without TBBP. The only meshes likely to use many of the bones in XPMS will have been made specifically for it so again no issue. I used to have to rig and skin 100's of meshes in a very short amount of time. If the mesh is made right then applying weights by heat will automatically get you at least 60% of the way finished, then it's just a case of cleaning up the vertex groups and adding in the little details that really make a mesh animate well. What I am talking about is - skyrim need a real standart in non-vanilla skeleton. I'm not sure that XP32's skeleton can be called ultimate, there are much more to do. Like a bone for pregnancy imitation, maybe muscle bones, etc. And once there is such a skeleton, then, maybe, I will even help with skinning old models to that new skeleton, I worked a lot with skinning too. And I will make a nice 3ds max rig for that skeleton too, with dynamics for hair and cloth even. There are a lot of bugs and unnecessary prerequirements for it I just say, that I'm not sure that it is time to start skinning all those hundreds of models to XP32's skeleton. Skinning is easy, but there are a lot of modes, and you also need to properly export every one of them, thats a lot of work. Hey, I'm all for creating a new skeleton with every possible node any mod will ever need but then it creates the issue of people arguing over which skeleton to use, and then there is also the fact that there is a processing overhead for skeletons with more bones. I would like to fix some of the issues I've found in XPMS and release it but then there's yet another skeleton people have to decide if they want to support. @blankproject' date=' Well technically speaking these animations are not for us users but for the modders to use in there mods which we can then use. So the whole idea is a mod author comes here requests/uses the animations for their mods and credits cefwyn for it. [/quote'] In a way this thread is for both modders and users. The users will have ideas of animations they would like to see in mods and then once they are done modders will hopefully add them in to their mod, then at the same time if a mod needs a specific animation they can request that too. Can you please do some animation with a werewolf? Maybe something like the picture ( doggy position ). Thanks The werewolf uses it's own skeleton so just like with other beast animations it will have to wait. It uses the same bones as the human skeleton if I remember correctly so it won't be hard to alter any animations to work with it' date=' but ideally they should be made to look right with the werewolf body. I have something else I wouldn't mind seeing at some point, a female idle with the hands at the hip,swaying back and forth with BPP support.That idle is available for this game and oblivion but I would like to see it with some bounce.(not too much though) Thank you I'm sure you have more than enough to do. As far as the skeleton goes(which I'm tired of reading about)xp32 is already a requirement of one of the big 3 sexmods we have, which is what most these animations will be used for,I use it I have no problems,plenty of armor/clothing options and I don't care about moving dead bodies around.I do like bouncy breast though.So unless Cmod or Waxen come on here and say they refuse to use these because of the skeleton and don't see the problem if your willing to do the extra work to use the xp32 skeleton. That would be a very easy animation to do since it would just require adding 2 (4 for TBBP) bones to an existing animation. Due to the fact that I had to work nearly 28 hours yesterday to today (I did manage 4 hours of sleep broken up through that time at least), I'll be off work tommorrow and will hopefully get something completed.
ShadeAnimator Posted January 16, 2013 Posted January 16, 2013 Hey' date=' I'm all for creating a new skeleton with every possible node any mod will ever need but then it creates the issue of people arguing over which skeleton to use, and then there is also the fact that there is a processing overhead for skeletons with more bones. I would like to fix some of the issues I've found in XPMS and release it but then there's yet another skeleton people have to decide if they want to support. [/quote'] Thats exactly what I am talking about. Skyrim need some new standart in non vanilla skeleton, and XP32's does not look like the one. It lack a lot of usefull bones, but for my opinion, it has way too much bones for cloak and hair, speaking about processing. I think an ultimate skeleton must contain about 150 bones maybe. I'd see it like that: - Boobs and but, 4 bones - Pregnancy bone - 1 - Cloak-Skirt - about 10-20 max - Hair bones - 3-5 max - Main muscle bones (like bicep, leg bicep, and stuff) - about 6-10 - Wings - 10-15 bones - Tail - 10 bones I think that is it. But unfortunately I dont know how to export skeletons for skyrim, and dont have much time for research. Maybe we should speak with XP32 and ask him for another skeleton?
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