alpha Posted January 22, 2012 Posted January 22, 2012 Well whatever you did .48 seems to be working like normal.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Well whatever you did .48 seems to be working like normal. High-five!
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Donkey why haven't you yelled at me yet today? I have made like five releases in a 24 hour period... Everyone.. please let me know of any more 9.2 errors. I've done my best to get rid of them once and for all, except where DLC may be concerned. I may have went too far as well though, as I only noticed half-way through that some creatures in one 'group' were using a different skeleton than the others and might result in pretzel-animations. I don't think any of those will surface right now though, as rapers and the other creature-enabling mods are all still using the vanilla faction checks. You may not end up getting combat raped or whatever by all the creatures you should be, but the ones that do should all work.
muertos69 Posted January 23, 2012 Posted January 23, 2012 Donkey why haven't you yelled at me yet today? I have made like five releases in a 24 hour period... Everyone.. please let me know of any more 9.2 errors. I've done my best to get rid of them once and for all' date=' except where DLC may be concerned. I may have went too far as well though, as I only noticed half-way through that some creatures in one 'group' were using a different skeleton than the others and might result in pretzel-animations. I don't think any of those will surface right now though, as rapers and the other creature-enabling mods are all still using the vanilla faction checks. You may not end up getting combat raped or whatever by all the creatures you should be, but the ones that do should all work. [/quote'] Hate to bear bad news as your flurry of updates did seem to make a lot of things work, but coyotes near Canyon Wreckage would not trigger animations nor would Cheyenne. Attached is screenie of what exactly I mean. Shot may not be clear for what I mean, but it would set the actors for sex but no animation or stripping would occur.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Hmmm... That's odd. Does it still happen with a sexout-clean save/load? It looks like some 'cruft' is being left over in sexoutNotify. I only see one rapers stalking message there, but several different announcements from sexoutnotify. Try it at the least without sexoutNotify loaded, judging by the console log it still needs some work.
muertos69 Posted January 23, 2012 Posted January 23, 2012 Hmmm... That's odd. Does it still happen with a sexout-clean save/load? It looks like some 'cruft' is being left over in sexoutNotify. I only see one rapers stalking message there' date=' but several different announcements from sexoutnotify. Try it at the least without sexoutNotify loaded, judging by the console log it still needs some work. [/quote'] Actually I just restarted game and stuff started working, the screenshot was from a clean save with notify enabled. I'll run through same/similar stuff to see if continues to work. Also will run through same without notify. Update: Went to coyotes, as with cheyenne with game just restarted worked fine. Update 2: Did same with notify turned off worked fine, animations played no problem.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Hmmm... That's odd. Does it still happen with a sexout-clean save/load? It looks like some 'cruft' is being left over in sexoutNotify. I only see one rapers stalking message there' date=' but several different announcements from sexoutnotify. Try it at the least without sexoutNotify loaded, judging by the console log it still needs some work. [/quote'] Actually I just restarted game and stuff started working, the screenshot was from a clean save with notify enabled. I'll run through same/similar stuff to see if continues to work. Also will run through same without notify. Update: Went to coyotes, as with cheyenne with game just restarted worked fine. Update 2: Did same with notify turned off worked fine, animations played no problem. Sweet. Thanks for taking the time to test it out and report your findings back. Hopefully the most bothersome creature issues are dead and buried now.
astymma Posted January 23, 2012 Posted January 23, 2012 Sigh, this thread got heated and my testing request got ignored. In order for me to know whether the FAFF additions to the skeleton are functioning, I need people to test it and tell me if it's working using the FAFF console playidle commands. Heck, just one person confirming my testing would help
ChancellorKremlin Posted January 23, 2012 Posted January 23, 2012 Is SexoutNotify.esp still active or useful? Can I delete it now? I haven't seen it updated in about a month or two.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Sigh' date=' this thread got heated and my testing request got ignored. In order for me to know whether the FAFF additions to the skeleton are functioning, I need people to test it and tell me if it's working using the FAFF console playidle commands. Heck, just one person confirming my testing would help [/quote'] I kinda spaced out on that sorry.. also "I'm too lazy to read the whole thread, so where's the download?" But seriously.. tell me what to download, I'll tell you how bad I can break it.. er if it works.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Is SexoutNotify.esp still active or useful? Can I delete it now? I haven't seen it updated in about a month or two. It's automatically included in the plugins download. You don't have to enable it, it's really just a debugging tool / demo on how to use the global sex notification hooks. I don't have it enabled myself during general play.
astymma Posted January 23, 2012 Posted January 23, 2012 Sigh' date=' this thread got heated and my testing request got ignored. In order for me to know whether the FAFF additions to the skeleton are functioning, I need people to test it and tell me if it's working using the FAFF console playidle commands. Heck, just one person confirming my testing would help [/quote'] I kinda spaced out on that sorry.. also "I'm too lazy to read the whole thread, so where's the download?" But seriously.. tell me what to download, I'll tell you how bad I can break it.. er if it works. First post on page 146. A new skeleton with FAFF added and an NV version of the FAFF esp.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Sigh' date=' this thread got heated and my testing request got ignored. In order for me to know whether the FAFF additions to the skeleton are functioning, I need people to test it and tell me if it's working using the FAFF console playidle commands. Heck, just one person confirming my testing would help [/quote'] I kinda spaced out on that sorry.. also "I'm too lazy to read the whole thread, so where's the download?" But seriously.. tell me what to download, I'll tell you how bad I can break it.. er if it works. First post on page 146. A new skeleton with FAFF added and an NV version of the FAFF esp. Got the stuff, will test it out now.
astymma Posted January 23, 2012 Posted January 23, 2012 i think it will be pretty hard' date=' the tutorials are only for oblivon, the way it worked can't be used for fallout 3 and new vegas. I am not even sure how to work with tri files. but the command to export them from blender, don't recognise the way it was used for oblivion. If there is very small well explained tutrial on how to do it. i have not found it yet. Other once require allot of reading. i tried one, from bethesda but quickly stopped because that did nothing. [/quote'] what about this?Not sure it works but sounds like it should. http://wiki.tesnexus.com/index.php/Facial_expressions_in_custom_animations actually that is the one i used. it did nothing, only wasted a full days work. That tutorial is what I used to get FAFF support into my skeleton.
prideslayer Posted January 23, 2012 Author Posted January 23, 2012 Worked fine. Getting animations integrated into the existing anims is going to be a chore I think though, yes? I know a body can play more than one idle at a time, though not more than one special idle. If one was for upperbody (the sex one) and another one just for the head, both could probably be played at the same time..
astymma Posted January 23, 2012 Posted January 23, 2012 Worked fine. Getting animations integrated into the existing anims is going to be a chore I think though' date=' yes? I know a body can play more than one idle at a time, though not more than one special idle. If one was for upperbody (the sex one) and another one just for the head, both could probably be played at the same time.. [/quote'] It depends, an animation kf file can actually *block* face anims from playing at all if it's an IdleAnim. If it contains "neutral" face anims in the kf file, it will block all attempts at animating the face due to IdleAnims being the base upon which you layer anims onto a skeleton. That's why FAFF included pamtidle and mtidle kf files for FO3 that lacked ANY facial anim entries. Now I'm not really an animator but I do have a lot of experience with working with TRI files and skeletons so what I'll do is try to test adding animations to some of the Sexout sexual animations (I'll test one of the masturbation anims, easiest to test) and if it works, I'll write up a tutorial for our animators.
Guest Donkey Posted January 23, 2012 Posted January 23, 2012 I really hope it will not take to much time to do. i do not work with nifscope, so if the only way to make this work is nifscope, then someone else gonna have to do this for me. Prideslayer, i am still working with 1.3.4.2 i see there is already a 1.3.4.8 i will wait little more i think.
astymma Posted January 23, 2012 Posted January 23, 2012 I really hope it will not take to much time to do. i do not work with nifscope' date=' so if the only way to make this work is nifscope, then someone else gonna have to do this for me. Prideslayer, i am still working with 1.3.4.2 i see there is already a 1.3.4.8 i will wait little more i think. [/quote'] Actually, I'm super busy so it might take me some time to do... unless you mean how long does it take to add the animations?
Guest user29 Posted January 23, 2012 Posted January 23, 2012 Looks like I kicked off a shit load of work for multiple people. Sorry about that, haha.
astymma Posted January 23, 2012 Posted January 23, 2012 Looks like I kicked off a shit load of work for multiple people. Sorry about that' date=' haha. [/quote'] No problem at all, this is stuff that needs to be moved forward anyway. It will advance the possibilities for everyone if we can get facial animations going and, tbh, just because something is hard doesn't mean it shouldn't be done
Guest Donkey Posted January 23, 2012 Posted January 23, 2012 Well it will only limit me from relasing new stuff. if i start releasing plenty in one row, and facial are not done with it, will make more of the same animation and different people editing the same animation just to fix one thing. If this can be fixed within blender then i gladly add this to the list, if it requires me to learn nifscope then no thanks. unless you mean how long does it take to add the animations? Yes that is what i mean. getting animation to loop within geck was no problem, since i only needed to add these lines 1/start1/startloop 30/endloop 30/end And loop was possible. Did not need niscope, starting to learn how to get animation line up to 0 offset was also a big problem at first, and never needed nisfcope in the end. Also fixed within blender. Facial for animatiosn was also fixed quick and painless within blender for oblivion with a few command lines,somehow this is not possible with blender for fallout. Since it does not recogicnise the normal commands. This is how a small part for facial works for oblivion: 1/start 10/end 1/ENUM: Face Happy 1.0 0.0 0.25 0.0 ENUM: Face Sad 1.0 0.0 0.25 0.0 ENUM: Face BlinkLeft 0.8 0.0 0.25 0.0 ENUM: Face BlinkRight 0.8 0.0 0.25 0.0 ENUM: Face LookDown 0.5 0.0 0.25 0.0 ENUM: Face Aah 0.0 0.0 0.25 0.0 ENUM: Face BMP 1.0 0.0 0.25 0.0 With this in blender normally you could change facial if you can find something similar for fallout that would be great.
astymma Posted January 23, 2012 Posted January 23, 2012 Well it will only limit me from relasing new stuff. if i start releasing plenty in one row' date=' and facial are not done with it, will make more of the same animation and different people editing the same animation just to fix one thing. If this can be fixed within blender then i gladly add this to the list, if it requires me to learn nifscope then no thanks. unless you mean how long does it take to add the animations? Yes that is what i mean. getting animation to loop within geck was no problem, since i only needed to add these lines 1/start1/startloop 30/endloop 30/end And loop was possible. Did not need niscope, starting to learn how to get animation line up to 0 offset was also a big problem at first, and never needed nisfcope in the end. Also fixed within blender. Facial for animatiosn was also fixed quick and painless within blender for oblivion with a few command lines,somehow this is not possible with blender for fallout. Since it does not recogicnise the normal commands. This is how a small part for facial works for oblivion: 1/start 10/end 1/ENUM: Face Happy 1.0 0.0 0.25 0.0 ENUM: Face Sad 1.0 0.0 0.25 0.0 ENUM: Face BlinkLeft 0.8 0.0 0.25 0.0 ENUM: Face BlinkRight 0.8 0.0 0.25 0.0 ENUM: Face LookDown 0.5 0.0 0.25 0.0 ENUM: Face Aah 0.0 0.0 0.25 0.0 ENUM: Face BMP 1.0 0.0 0.25 0.0 With this in blender normally you could change facial if you can find something similar for fallout that would be great. Yes, I know how it worked in Oblivion hehe The TRI file in Fallout has the facegen morphs. So does the skeleton... I opened the standard head used in most mods (HeadHuman.nif and HeadFemale.nif) and the TRI files for each in FaceGen and I can tell you that the expressions are MUCH more restrained/subtle than in Oblivion. I was kind of surprised when I ran through them in the FaceGen program just how subtle they are. Especially the morphs designed to support lip synch. They only really show at 75-100% of full value, otherwise you may only notice a slight motion. The squint morphs I didn't even realize were working until I paid careful attention to the individual eye being manipulated. I will say this though, and fair warning... you're gonna hate what I say, the frustration of learning nikskope doesn't even remotely compare to the frustration of trying to animate/create with Blender for the TES/FO series without knowing how it works hehe
Guest Donkey Posted January 23, 2012 Posted January 23, 2012 i am currently unable to play test this game, can you test this theory out ?? 1/ENUM: Face Happy 1.0 0.0 0.25 0.0 ENUM: Face Sad 1.0 0.0 0.25 0.0 ENUM: Face BlinkLeft 0.8 0.0 0.25 0.0 ENUM: Face BlinkRight 0.8 0.0 0.25 0.0 ENUM: Face LookDown 0.5 0.0 0.25 0.0 ENUM: Face Aah 0.0 0.0 0.25 0.0 ENUM: Face BMP 1.0 0.0 0.25 0.0 Looks like it did compile but only after changed it to different values. like 1/ENUM: Face Happy 1.0 0.0 0.25 0.0 2/ENUM: Face Sad 1.0 0.0 0.25 0.0 3/ENUM: Face BlinkLeft 0.8 0.0 0.25 0.0 4/ENUM: Face BlinkRight 0.8 0.0 0.25 0.0 5/ENUM: Face LookDown 0.5 0.0 0.25 0.0 6/ENUM: Face Aah 0.0 0.0 0.25 0.0 7/ENUM: Face BMP 1.0 0.0 0.25 0.0 if just use the command Enum: Face BMP 1.0 0.0 0.25 0.0 This does not work, it needs to be assigned with a number infront of it. This it will compile and then make the files like thisanimation file within nifscope and see if this how you manage to get it to work ??
Guest Donkey Posted January 23, 2012 Posted January 23, 2012 Ok looks like i was right , only a few adjustments for blender, but now i probably need to know what facemorphs are avaible and when to swtich the face at the right time. To get a better effect. This is with mouth open. ok looks like it works, now all i need to know is how to switch to different animations meaning it will look more real. Rather then just one open mouth etc.. Right now it looks like it only takes way to time to get it working correctly, then to make it worth a while. When animating. Ok i am breaking barriers here: but here is movablemouth during sexacts. From the look of things, this will probably only be done a few times till you get pretty sick of doing anymore of it.. It wasn't to funny doing these faciels. So i hope others will have more time and patients witch unfortunate am lacking. Here is only 1 test animation, probably won't try to create anymore.
astymma Posted January 24, 2012 Posted January 24, 2012 Ok looks like i was right ' date=' only a few adjustments for blender, but now i probably need to know what facemorphs are avaible and when to swtich the face at the right time. To get a better effect. This is with mouth open. ok looks like it works, now all i need to know is how to switch to different animations meaning it will look more real. Rather then just one open mouth etc.. Right now it looks like it only takes way to time to get it working correctly, then to make it worth a while. When animating. Ok i am breaking barriers here: but here is movablemouth during sexacts. From the look of things, this will probably only be done a few times till you get pretty sick of doing anymore of it.. It wasn't to funny doing these faciels. So i hope others will have more time and patients witch unfortunate am lacking. Here is only 1 test animation, probably won't try to create anymore. [/quote'] Great work Donkey Of course you're going to hate me when I say this, but once you've created a decent looking facial animation loop for one member of a threesome, if you want to replicate it to the other two it's a simple matter of cutting and pasting branches from kf to kf to copy the TextKeys from one NiTextKeyExtraData block to the other. This is especially easier if all of the kf files have the same frame count and start and end loop marker frames. You can also simply create new TextKeys in the right order in the kf right in nifskope. BTW as far as I know, the nif scripts implementation for fallout (as in what is used when you choose the fallout button to arrange import/export settings) requires your ENUMs have a keyframe number preceding them for export (which you learned) but this just inserts the TextKey data at the appropriate frame of the anim. Inside the kf itself, the TextKey tree is under NiTextKeyExtraData and doesn't use keyframe numbers, just uses a float value so for example your MaleOff01.kf starts its facial loop at 0.0000 and ends its loop at 0.3600. So basically you get almost 3 full loops of the facial animation over the length of the animation in the kf file. You could actually cut and paste that animation NiTextkeyExtraData block from anim to anim to anim and it would work, might be faster in shorter anims and slower in longer anims that have less or more keyframes than MaleOff01.kf and would need endloop float value adjustments to bring it back in time.
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