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Arrok's SexLab Animations & Resource for Modders (Updated 11/28/2014)


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Posted

Btw Arrok since u are the master of animations (for me) have u ever considered doing some sexy idles??

 

like boob teasing (with some face expresions matbe?)

 

Sure i'll probably make some sexy idles,...ive mentioned this before,..but yes I want to do a sexy pose mod using FNIS spells someday. (including bathing animations, cuddling, teasing, dancing ect.)

Posted

 

Gwan make the bums bounce too !

 

I second that!

 

If its not much work for you, a TBBP animations with butt bounce would be the best. thing. ever.!

 

Thanks anyways for even making the animations we already have!

 

P.S. The latest version of xp32's skeleton fixed all issues related to breast/butt crush, he even fixed the Elf/Orc issue. So now you can say that the TBBP is as stable as BBP imo.

 

 

ok then i'll test it out,...but i'll need a female body mesh capable of bending with the butt bones. 

 

If anyone can provide links to body meshes that support butt bouncing, ( the more the better).

 

My only request is that they be mostly stable and generally work on all animations. 

Posted

Yeah, grab the main file from here and generate a TBBP body based on the CBBE shape: http://skyrim.nexusmods.com/mods/27579/?

 

Open up the program and select Group Filter: CB++ Bodies, Sliderset: CB++ TBBP Body, Preset: CBBE and then generate.

 

Yes, thank you,...ive been pouring over it for a few hours.  There are way more sliders than before, took a while to get it set to my liking (so many options),....buut

 

I got it in 3dsmax., and the mesh moves perfectly with the butt bones,...and I have to say the breast bone movement seems a liitle more realistic with the XPS 3 boned breasts over the CHSBHC 2 boned.

 

looking good so far,...female butt bounce engaged,....now to get the SOS male in max with its penis bone :D 

Posted

Arrok i tried asking a question about skyrim animation here:

http://www.loverslab.com/topic/18142-is-there-a-tutorial-for-animation-for-sexlab/

 

But no one replied, maybe you know the answer to this, but what is causing an animation to slide away in-game ??

In new vegas or oblivion it was easy to make stuff for, but aligning in skyrim is totally goofed out.

 

I tried moving npcbumper away in the skeleton but they still seem to slide away.

Posted

Arrok i tried asking a question about skyrim animation here:

http://www.loverslab.com/topic/18142-is-there-a-tutorial-for-animation-for-sexlab/

 

But no one replied, maybe you know the answer to this, but what is causing an animation to slide away in-game ??

In new vegas or oblivion it was easy to make stuff for, but aligning in skyrim is totally goofed out.

 

I tried moving npcbumper away in the skeleton but they still seem to slide away.

 

Yes, this is the reason paired animation in skyrim is so confusing to animators of other games or new animators.

 

Heres my best quick explanation,...if you need more details please PM me. 

 

You cant just animate the 2 actors in 3dsmax and not offset them before exporting. 

 

First thing you do to start paired animation is import both actors in one scene (explanation in tutorial on OP) on the origin, and animate them together near the origin aligned exactly how you want them to  appear in-game.  

 

When you want to export, you need to make your offsets. (I always just send my female actor's NPC COM -100 on the y-axis) (you need to select all IK chains along with the NPC com to offset without messing up your IK) 

 

You then need to replace an animation with a scripted displacement of -100 for male or +100 for female. Then your animation will align in-game.

 

a 100 offset will allow a good amount of hotkey alignment before teh actors begin sliding,......but its well enough distance to realign any differences meshes or skeletons will have on the animation alignment.

 

over 90% of my animations in SexLab have the same offset being 100.  So you can test replacing my animations if you want.

 

Edit: remember NPC root is the main parent of the entire skeleton, not NPC bumper. 

 

Regardless, only ever use NPC COM for displacing an entire actor along with any IK chains you created.  The root will remain in place, and the actor will move -100,...effectively allowing the actors to appear in-game aligned without sliding,..provided you have scripted a offset to offset the animation offset - lol a mouth full but its not a typo haha

Posted

thanks that is really hand full. but will need to find a different way i made that blender not 3dmax. 3dmax never could get that work on my pc.

Posted

Here are some gifs of TBBP in action.  The gif is, of course, much choppier than the actual animation b/c I skiped many frames to compress size. Even so, they are big Gifs still, so give a few sec to load.

 

post-2323-0-44876300-1371416101_thumb.gif

Posted

thanks that is really hand full. but will need to find a different way i made that blender not 3dmax. 3dmax never could get that work on my pc.

 

Ok, well I dont know much about blender, but it shouldnt be too much different.

 

only real problem is you need a way to have 2 skeletons being animated together, and a way to separate them back into 2 different files to export separately.

 

in max, I delete the actor 1 bones, then export the other,...and then reload save with both actors delete the other one, and export actor 2.  Remember one must be offset before to export to appear correctly.

Posted

Ok here are the GIFs requested.

 

The choppyness is because I removed 66% of the frames to reduce file size, leaving only the frames essential to demonstrate the motion. So it will be 200% smoother in-game.

 

attachicon.gifFUD.gif

 

 

 

 

attachicon.gifMUD.gif

 

 

 

 

Nothing special, but better than t-pose :P

 

4-the_rock_clap_clap_gif.gif

 

amazing 

Posted

 

 

for this one, the gif resets mid-loop,..so that snaping in the middle is caused by this. 

 

The animation itself does not snap just a fyi.

Posted

Will those animations be compatible with bbp anims? (if our body is skinned for tbbp, do we still have basic bbp effect?)

 

Im not sure exactly what you're asking so I'll answer multiple ways.

 

If you mean you have TBBP, will the breasts bounce too, then yes. TBBP is both breasts and butt.

 

If you're asking if theyll still work if you have normal BBP, then yes,...but only the breasts will bounce, no butt.

 

If you're asking if both TBBP and BBP aniamtions can be played together without have to switch skeletons/meshes,...then yes.

 

Yes to all.

Posted

Ok thanks for your fast reply,  keep up the good work ;)

(I think we'll need a "cbbe maximum compatibility" because now we have bbp, tbbp, belly skinning and maybe soon labia physics ^^)

Posted

 

Btw Arrok since u are the master of animations (for me) have u ever considered doing some sexy idles??

 

like boob teasing (with some face expresions matbe?)

 

Sure i'll probably make some sexy idles,...ive mentioned this before,..but yes I want to do a sexy pose mod using FNIS spells someday. (including bathing animations, cuddling, teasing, dancing ect.)

 

 

Wow, sounds great...

 

Boob teasing as said, absent mindly rubbing pussy ... it always seemed wrong to have lust mods without seeing women with high lust unable to keep their hands off themselves......

Posted

Ok thanks for your fast reply,  keep up the good work ;)

(I think we'll need a "cbbe maximum compatibility" because now we have bbp, tbbp, belly skinning and maybe soon labia physics ^^)

 

All the labels can be confusing.

 

Here is the truth of the matter though:

 

 

Level 1: (vanilla)

 

no breast or butt movement

 

Skeleton: vanilla (no breast or butt bones)

 

Mesh: vanilla (no breast or butt stretching)

 

 

Level 2: (BBP)

 

only breast motion

 

Skeleton ex: CHSBHC, or UNP BBP

 

Meshes: CBBE BBP bodyslide, CHSBHC, UNP BBP

 

 

Level 3: (TBBP)

 

breast and butt motion

 

Skeleton ex. XPMS, or TBBP

 

Mesh ex. CBBE TBBP Bodyslide, or TBBP, manga body, among others

 

 

 

Animations will work on any level,....ex a level 3 animation can play on a lvl 1 mesh/skele,...but boobs and butt wont bounce.

 

a lvl 1 animation can play on a lvl 3 skeleton/mesh, but you wont see the breast and butt motion (even though you have TBBP) b/c the animatior did not animate those bones.

Posted

Ok here are the GIFs requested.

 

The choppyness is because I removed 66% of the frames to reduce file size, leaving only the frames essential to demonstrate the motion. So it will be 200% smoother in-game.

 

attachicon.gifFUD.gif

 

 

 

 

 

 

 

 

 

Nothing special, but better than t-pose :P

 

Question for you arrok

 

Will TBBP be included with this animation???

 

A slight jiggle in the breasts and butt while taking off the top and bottom would look really nice

Posted

Oh... damn I have just installed UNPB again. Ok got the TBBP too.... my body is ready... for the new animations!! :lol:

 

Which skeleton are you using to do the animations?

Posted

Oh... damn I have just installed UNPB again. Ok got the TBBP too.... my body is ready... for the new animations!! :lol:

 

Which skeleton are you using to do the animations?

 

Its XPMS, but I deleted all the cloak, hair, and wing nodes.,...so thats why u dont see them in the gifs. They were just really in the way, and ill never use them to animate, so I just deleted.

 

and the mesh I made in bodyslide CB++ is a CBBE TBBP body.

Posted

 

Ok here are the GIFs requested.

 

The choppyness is because I removed 66% of the frames to reduce file size, leaving only the frames essential to demonstrate the motion. So it will be 200% smoother in-game.

 

attachicon.gifFUD.gif

 

 

 

 

 

 

 

 

 

Nothing special, but better than t-pose :P

 

Question for you arrok

 

Will TBBP be included with this animation???

 

A slight jiggle in the breasts and butt while taking off the top and bottom would look really nice

 

 

There is already breast movement ^^.     You wont be able to tell in the gif,....but in-game,....you will have all the frames.

 

That gif is at 10 fps,......in skyrim you'll be running 35-60 fps,....so you'll notice the little nuances 

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