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Naughty poses and animations


delilah

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Posted

im delilah.

 

im fairly new here, and equally new to skyrim. i think LL is awsome for hosting the sort of adult mods that every other site is too chicken-shit to allow.

 

I have noticed the differences in the number of animations and stuff available for skyrim as opposed to oblivion, so i have decided to try my hand at making some of my own.  i am by no means an animator, and have only just today figured out how to import and skin a skeleton in 3ds max (2012), but i have a few ideas i would like to see in game and i enjoy toying around with this sort of thing. 

 

i kinda have a thing for domination/humiliation/rape (not that i would ever want to be raped...  but this is a fantasy role playing game) so many of the poses and animations i make will most likely be in that area.  i might also look into making some "toys" because the few i have seen available just aren't exiting enough to get my motor going.  the AP strap on comes close though, but there needs to be more variety.  and bumps.  mmm... toys with bumps and ridges are good ;)

 

ok, back to the topic....  i would like some more ideas for positions for the poses and animations.  i dont really care if you gotta draw a stick figure on a bar nap and upload it from your phone, or whatever. 

 

also...  all i can do at the moment is the grunt work for the motions and poses....  some one else with more finesse will have to get the actors to line up and all that.

 

 

EDIT:

 

So, instead of this being a suggestion thread for poses and animations like i intended, it has become more of a help thread for novice animators...  I really appreciate all the help everyone has given to help me get started, but im gonna try and get the thread back on track.  feel free to ask for help though, but i will be adding suggestions to the list at the bottom of this post.  to start with, here are a few of the animations i plan on working on:

 

the Eiffel tower

 

 

 

the donkey punch

the dirty sanchez

blumpkin

the rusty bike pump

the rusty trombone

the shocker

 

requests:

 

girl-girl face sitting

 

 

 

ass worship

leg worship

foot worship

 

 

and more of the like...

 

 

the following download is the max scene im using and the bone rig text file for exporting the animation.  many thanks to dragonfly, vectorplexus, arrok, Ahk and all the others who have helped me. :D

 

Delilah scene and bone rig file.rar

Posted

im delilah.

 

im fairly new here, and equally new to skyrim. i think LL is awsome for hosting the sort of adult mods that every other site is too chicken-shit to allow.

 

I have noticed the differences in the number of animations and stuff available for skyrim as opposed to oblivion, so i have decided to try my hand at making some of my own.  i am by no means an animator, and have only just today figured out how to import and skin a skeleton in 3ds max (2012), but i have a few ideas i would like to see in game and i enjoy toying around with this sort of thing. 

 

i kinda have a thing for domination/humiliation/rape (not that i would ever want to be raped...  but this is a fantasy role playing game) so many of the poses and animations i make will most likely be in that area.  i might also look into making some "toys" because the few i have seen available just aren't exiting enough to get my motor going.  the AP strap on comes close though, but there needs to be more variety.  and bumps.  mmm... toys with bumps and ridges are good ;)

 

ok, back to the topic....  i would like some more ideas for positions for the poses and animations.  i dont really care if you gotta draw a stick figure on a bar nap and upload it from your phone, or whatever. 

 

also...  all i can do at the moment is the grunt work for the motions and poses....  some one else with more finesse will have to get the actors to line up and all that.

 

I recommend you use max 2011 instead.  2012 doesn't support havok content tools 2010.2 , and 2010.2 is the only version compatible with skyrim.

 

If you're using hkxcmd.exe to export you can use 2012, but if you ever want to export custom skeletons (with breast bones) you'll need content tool 2010.2 and that needs max 9 up to 2011.

 

Also, I can tell you how to animate 2 actors in the same scene if you're interested. Including all alignment.

Posted

yes, im interested...  but i have a student lic for 2012.  can i transfer it to 2011?  also...  when i was trying out 2013, there was an option to export to maya...  but 2012 doesnt seem to have that option....  any way to get this stuff into maya?  it looks like it is easier to animate with it than with 3ds. 

 

 

lastly...  i dont have access to the construction kit nor to scriptcompile.bat for papyrus, so i cant even work with scripts.   :(

 

 

omg, cant believe i forgot to thank you for offering to help.

 

Thank you so much!

 

speaking of animating 2 actors...  should i import both skeletons and skins to the same scene so i can get the alignments right then export them seperately?      and another thing...  has anyone considered using dwemer machinery to make sex machines and torture devices?

Posted

yes, im interested...  but i have a student lic for 2012.  can i transfer it to 2011?  also...  when i was trying out 2013, there was an option to export to maya...  but 2012 doesnt seem to have that option....  any way to get this stuff into maya?  it looks like it is easier to animate with it than with 3ds. 

 

 

lastly...  i dont have access to the construction kit nor to scriptcompile.bat for papyrus, so i cant even work with scripts.   :(

 

 

omg, cant believe i forgot to thank you for offering to help.

 

Thank you so much!

 

speaking of animating 2 actors...  should i import both skeletons and skins to the same scene so i can get the alignments right then export them seperately?      and another thing...  has anyone considered using dwemer machinery to make sex machines and torture devices?

 

Yes you can download every version of 3ds max if you want.

 

Don't worry about scripting,..theres a .esp file Redneck2x made that I'm going to add scripts to with specific actor displacement values that i'll tell you to align your animation perfectly without having to test in Skyrim.

 

To edit 2 actors...

 

First just make a male t-pose at origin scene (import and freeze meshes too), save and close

 

Then make a female t-pose at origin scene (and import and freeze meshes)

 

Click the green 3dsmax logo /file menu button at the top left corner (the one to open, new scene, reset ect.)

near the bottom of the list you see the references option, click that, and select xref scene. 

 

click "add" at the top of the box. Select your male t-pose scene you created and it should pop up. Keep the Xref window open and look at the "add" button again and gaze downwards until you see the merge button. Press the merge button.

 

Now you can animate them both in the scene.

 

The males bones are on the bone list under the female's.  Its easy to tell b/c they are separated by the meshes.

 

When its time to export your animation you'll have to split the scene to make 2 animations. Its easy though.

 

Make sure your scene is saved with both actors, then highlight every bone on the bone list under the last female mesh (starting at the first male mesh) press ok and hit your delete key.

 

The male will disappear and you can export your female.

 

Open the scene with both actors again, and highlight the female bones and meshes this time and hit delete. Now you export your male.

 

Thats how I do it.

Posted

yup I too downloaded 3ds Max 2012 & 2013 & I had to down grade to 2011 or should it be called upgrade..LOL & everything works for me so far!! :)

Posted

i installed 3ds 2011 last night and toyed around a little bit with it...

 

it seems i cannot open the scene i saved with 2012 though.  not a big deal, though.

 

next thing id like to know is how do i send the scene/actors/animation/poses to maya?

Posted

i installed 3ds 2011 last night and toyed around a little bit with it...

 

it seems i cannot open the scene i saved with 2012 though.  not a big deal, though.

 

next thing id like to know is how do i send the scene/actors/animation/poses to maya?

 

Yes, you can't open 2012 scenes in 2011.

 

As for Maya, I have no clue.  I prefer 3ds max so I never tried.  

 

Let me know if you need help exporting with havok content tools...its much better than hkxcmd.exe

 

It allows you so many more options for exporting features with your animation like movement for walking animations, and support for any custom skeleton you'd like to use.

Posted

thanks so much for all the help, Arrok, but im still toying with the positions and such.  i DO have something i am a little confused about though...

 

there are 3 bones for the forearm. each is a different length, all 3 connect with the upper arm bone at the elbow, but only 1 connects with the wrist.  im having trouble getting the hand in the right position.  i have tried moving or rotating the 3 bones singly and in every possible combination of the 3, but i always end up with some really ugly deformations of the hand and/or forearm skin.  what im trying to get is the palm facing out, elbow bent and slightly out from the body.  like the position you arm and hand makes when you are about to catch a baseball.

 

edit:

 

NVM...  not sure how i did it but i got the position i wanted :)

Posted

thanks so much for all the help, Arrok, but im still toying with the positions and such.  i DO have something i am a little confused about though...

 

there are 3 bones for the forearm. each is a different length, all 3 connect with the upper arm bone at the elbow, but only 1 connects with the wrist.  im having trouble getting the hand in the right position.  i have tried moving or rotating the 3 bones singly and in every possible combination of the 3, but i always end up with some really ugly deformations of the hand and/or forearm skin.  what im trying to get is the palm facing out, elbow bent and slightly out from the body.  like the position you arm and hand makes when you are about to catch a baseball.

 

edit:

 

NVM...  not sure how i did it but i got the position i wanted :)

 

If you're talking about the arm twist nodes, I wouldn't even touch those.  They are almost fully useless.

 

You can make any arm orientation with only the clavicle, upperarm, forearm, and hand nodes.

 

The upperarm twists are mostly useless too.  If you have bad mesh deformations,..its b/c some rotation of the clav, upperarm, forearm or hand is not agreeing with one its connected to. Don't forget to try all 3 rotation axis for both nodes when trying to smooth the mesh.

 

Also, its possible for the mesh to tear and get stuck becoming un-restorable. Try undo,..but sometimes you have to reload the scene.

Posted

i haven't had it tear or get stuck yet.  usually when i see the nasty deformations i undo until its clean again and try something else.  i ended up using rotation on the upper arm and rotations on the one forearm bone that connects to the wrist to get the position i wanted.

 

i have also managed to get both a male and female actor into the scene by using your instructions \ o /  and have made a 2 second animation for a rough BJ.  i used  max 2011 and i have the havok tools installed but was unable to figure out wtf i need to do to export the animation.  its a little rough and not as smooth as i would like but im gonna keep playing around until i get it right.  i will also be working on integrating tables, benches, beds and chairs into the scenes for some added "flavor" (idk if there is a marker for tables yet, but i know i saw some for the other furniture).

 

and another thing...  is there a way i can lock a body part to a specific point?  for instance, in my bj scene, female actor (although it could be a male just as easily) starts off on her knees but needs to raise up a bit to keep her head in the right position.  i was able to manage it by unbending the knees a bit and rotating her whole body.  when i play it, her knees managed to stay in the right spot, but her feet kick down into the "ground" a bit, then snap back up as the animation continues.  ideally i would like to glue the feet, knees, hands or whatever to a spot and have the rest of the body move normally.

 

lastly, and least importantly at the moment...  how do i get facial animations  into the scene?  for instance a sad face, or a smile; closed eyes, open mouth, etc.

 

edit:

thanks to google and a lot of trial and error, i was able to export my first animation.  havok content tools exported it as an hkt file but i re-exported it as an hkx and it showed up in game...  sorta.  i set it as mt_idle and it ran...  but the body parts were all squished together, my skin was transparent and i was put in 1st person view.  i had to use tfc on the console to get a look at myself.  im close, but obviously doing something wrong.

Posted

As far as I can tell facial animations are the modders department :P

 

Adding voice makes adding facial animations easy for me although Id love to see more variety :P

 

And if youre not sure its in the CK under mood, you have to change it when giving them a dialogue package or add a script/condition to the animation, so far none of the animations I've seen in game change the face by default, they all have to have scripts attached when importing if they want to change facial expressions

Posted

As far as I can tell facial animations are the modders department :P

 

Adding voice makes adding facial animations easy for me although Id love to see more variety :P

 

And if youre not sure its in the CK under mood, you have to change it when giving them a dialogue package or add a script/condition to the animation, so far none of the animations I've seen in game change the face by default, they all have to have scripts attached when importing if they want to change facial expressions

 

 

thanks for the info, DD. 

 

i saw a tutorial today that mentions that you can annotate the key frames and have it make footstep sounds or cause damage and other things...  so i thought i could have it do the same with facial expressions...

Posted

and another thing...  is there a way i can lock a body part to a specific point?  for instance, in my bj scene, female actor (although it could be a male just as easily) starts off on her knees but needs to raise up a bit to keep her head in the right position.  i was able to manage it by unbending the knees a bit and rotating her whole body.  when i play it, her knees managed to stay in the right spot, but her feet kick down into the "ground" a bit, then snap back up as the animation continues.  ideally i would like to glue the feet, knees, hands or whatever to a spot and have the rest of the body move normally.

 

If you use an inverse kinematics (IK) setup on the skeleton it will do this for you... but before exporting the animation with havok you will need to transfer the animation done with the IK controllers to the skeleton bones and delete all the IK stuff. Here a video how to add IK to Skyrim skeleton:

Posted

awsome video.  it shows exactly what i needed to know and also gave other info that may have been the cause of some of my failed exports.

 

thank you so much!

Posted

maybe someone can tell my if this is normal...

 

when i use "set key" to make the animations i am able to shift-drag a key frame and copy it to another place on the track.  if i use autokey i cannot.  with autokey i can drag the key and it shows a new key where i drag it to...  but when i play the animation nothing is there.  i mean the key is shown, but no position changes or anything.

Posted

i hate sounding like a total noob here, but im having more troubles...

 

i have a decent little animation i want to test out, but im still unsure what settings to use in the havok exporter.  also, Kha mentioned using IK solvers to help with some motions.  that works great for getting hands and feet to stay put, but i have no idea how to transfer the IK animations to the bones.  i tried just deleting the IK solvers, but that doesnt work.

 

so, if any of the site animators happen to run across this thread, please help me out here.  i have seen several "tutorial" vids and each uses different stuff when exporting with havok content tools.  some use a seperate txt file for the bone list, etc.  screen-shots would be GREAT !

 

thanks in advance.

 

 

ooh, one more thing...  when i import the body meshes, 3ds max seems to throw a texture on them.  for instance, the male body is wearing underwear, the female body looks like its a but burned and dirty, and the female feet just look rotten.  if i wanted to use my actual in-game textures instead, how would i go about getting them switched?

Posted

Hi,

 

I don't have any problem with the autokey or setkey, with both I can shift drag to copy the key without problems.

 

To export the animation you need a text file with the all the skeleton's bone and in the order they were created, usually you get an 3dmax file with the model/skeleton plus the text file, I am using the CHSBHC-BBP provided here: http://skyrim.nexusmods.com/mods/4888

 

For tutorials you should check the ones Arrok provided in his animation thread: http://www.loverslab.com/topic/15293-arroks-sexis-bbp-animation-extension-mod-sex-animation-resource-for-modders-updated-472013/page-9?do=findComment&comment=355300

 

If you download the pro animation tutorial from Arrok's link, it has all the files you will need 3dmax model plus the text file.

 

To transfer the animation done with IK  I use this method, which I have found here https://groups.google.com/forum/?fromgroups=#!topic/nw3d/YwNLFv-dBVA:

 

On Jan 19, 2008 9:53 PM, Jason Zayas - turnstyle studios <ja...@turnstylestudios.com > wrote:
OK here's another approach - I figured I'd e-mail the group since this might
come up for others...

Ok I figured out how you can do this:

Select all your bones - then go to the motion panel (the little wheel icon)
choose Trajectories

Sample Range:  (this is your timeline or length of your animation)
Sample: (this is how many keys will be set - to have all frames keyed for
example if your start is 0 and end is 100 - then set samples to 100)

Collapse Transform:  (what do you want keyed? Position, Rotation, or Scale -
check all if you need to.

then just hit Collapse button.
 
NOTE: your controlers are still controlling your IK - to get rid of all IK
just delete all your IK handles - MAKE SURE you delete handles before
controllers.


This should work. I tested it.

-Jz

 

I have never used this 3dmax with texture nodes before... I have no idea how to work with it... I just disable all the textures in the 3d view and no more rotten girl. :P

Posted

im assuming the IK "handle" is the blue star star that appears when i link 2 bones together...  i can delete those no problem. IIRC, when i press h i can see the controllers on the bottom of the list.  but if i delete the blue star, the entry in the "h" menu is also removed.  im thinking i got it wrong.

 

i did everything else on that list though...  but handle v controller is throwing me off

Posted

ooh, one more thing...  when i import the body meshes, 3ds max seems to throw a texture on them.  for instance, the male body is wearing underwear, the female body looks like its a but burned and dirty, and the female feet just look rotten.  if i wanted to use my actual in-game textures instead, how would i go about getting them switched?

If you open both body meshes in Nifskope and look at the assigned textures you'll see that the female normally uses the AstridBody.dds (that's the texture that makes Astrid look completely burned in the DB questline) this gets negated ingame by the fact that there's a specific body texture assigned to the different races, not sure about the male one though as it should normally load the MaleBody.dds, do you use a body replacer for males?

 

I think simply assigning new textures to the mesh in Nifskope should fix the 3ds issue.

 

 

Posted

im assuming the IK "handle" is the blue star star that appears when i link 2 bones together...  i can delete those no problem. IIRC, when i press h i can see the controllers on the bottom of the list.  but if i delete the blue star, the entry in the "h" menu is also removed.  im thinking i got it wrong.

 

i did everything else on that list though...  but handle v controller is throwing me off

 

Just delete the blue star thingy, the one that you create to keep the hand/feet still as shown in the video from Canderes. Sometimes we attach controllers to those IK "handles", but it was not shown in the video.

Posted

 

ooh, one more thing...  when i import the body meshes, 3ds max seems to throw a texture on them.  for instance, the male body is wearing underwear, the female body looks like its a but burned and dirty, and the female feet just look rotten.  if i wanted to use my actual in-game textures instead, how would i go about getting them switched?

If you open both body meshes in Nifskope and look at the assigned textures you'll see that the female normally uses the AstridBody.dds (that's the texture that makes Astrid look completely burned in the DB questline) this gets negated ingame by the fact that there's a specific body texture assigned to the different races, not sure about the male one though as it should normally load the MaleBody.dds, do you use a body replacer for males?

 

I think simply assigning new textures to the mesh in Nifskope should fix the 3ds issue.

 

 

 

thanks for the info, Absurdity, and yes, i use a male replacer; favoredsoul's erect version iirc.  i'll check it out with nifscope and see if i can change the textures.  it really isnt a big issue, its just esthetics, but i appreciate you responding none the less.

 

 

im assuming the IK "handle" is the blue star star that appears when i link 2 bones together...  i can delete those no problem. IIRC, when i press h i can see the controllers on the bottom of the list.  but if i delete the blue star, the entry in the "h" menu is also removed.  im thinking i got it wrong.

 

i did everything else on that list though...  but handle v controller is throwing me off

 

Just delete the blue star thingy, the one that you create to keep the hand/feet still as shown in the video from Canderes. Sometimes we attach controllers to those IK "handles", but it was not shown in the video.

 

i DID have a successful export last night using cherry hotalings skeleton, body, and her bone rig text file.  i tried using my in-game body but there must be a difference in the meshes because the elbow from my body was bending in the wrong place and causing really ugly distortions.  i didn't use any IK on the animation as i just wanted something simple and short that i could throw together quickly, but it worked in the end.  the idle appeared in game as it was supposed to.  again, thank you for the help.  i was thinking the controller was created with the handle and i just couldn't see it, but after reading your post, and googgling a bit more i see what you are talking about.

 

the next big obstacle I'm gonna play with is a swinging package for the males.  it just isn't right that the boys can look at bouncing boobs all day long, but us girls aren't able to see a dick swinging in the breeze.  I'm gonna play with the bones and see if i can add a few in the correct locations.  if anyone knows how to make a body mesh that could fit over the new bones that would be great.  i would try, but i know it would probably deal with dismemberment areas and that stuff and i have zero idea how to mess with those.

 

 

EDIT: ok, penis bones will have to wait.  i just learned that i will have to make them in nifscope and im not as familiar with that is id like to be

 

Posted

Hi,

 

I don't have any problem with the autokey or setkey, with both I can shift drag to copy the key without problems.

 

To export the animation you need a text file with the all the skeleton's bone and in the order they were created, usually you get an 3dmax file with the model/skeleton plus the text file, I am using the CHSBHC-BBP provided here: http://skyrim.nexusmods.com/mods/4888

 

For tutorials you should check the ones Arrok provided in his animation thread: http://www.loverslab.com/topic/15293-arroks-sexis-bbp-animation-extension-mod-sex-animation-resource-for-modders-updated-472013/page-9?do=findComment&comment=355300

 

If you download the pro animation tutorial from Arrok's link, it has all the files you will need 3dmax model plus the text file.

 

To transfer the animation done with IK  I use this method, which I have found here https://groups.google.com/forum/?fromgroups=#!topic/nw3d/YwNLFv-dBVA:

 

On Jan 19, 2008 9:53 PM, Jason Zayas - turnstyle studios <ja...@turnstylestudios.com > wrote:
OK here's another approach - I figured I'd e-mail the group since this might

come up for others...

 

Ok I figured out how you can do this:

 

Select all your bones - then go to the motion panel (the little wheel icon)

choose Trajectories

 

Sample Range:  (this is your timeline or length of your animation)

Sample: (this is how many keys will be set - to have all frames keyed for

example if your start is 0 and end is 100 - then set samples to 100)

 

Collapse Transform:  (what do you want keyed? Position, Rotation, or Scale -

check all if you need to.

 

then just hit Collapse button.

 

NOTE: your controlers are still controlling your IK - to get rid of all IK

just delete all your IK handles - MAKE SURE you delete handles before

controllers.

 

 

This should work. I tested it.

 

-Jz

 

I have never used this 3dmax with texture nodes before... I have no idea how to work with it... I just disable all the textures in the 3d view and no more rotten girl. :P

 

 

im assuming the IK "handle" is the blue star star that appears when i link 2 bones together...  i can delete those no problem. IIRC, when i press h i can see the controllers on the bottom of the list.  but if i delete the blue star, the entry in the "h" menu is also removed.  im thinking i got it wrong.

 

i did everything else on that list though...  but handle v controller is throwing me off

 

 

 

im assuming the IK "handle" is the blue star star that appears when i link 2 bones together...  i can delete those no problem. IIRC, when i press h i can see the controllers on the bottom of the list.  but if i delete the blue star, the entry in the "h" menu is also removed.  im thinking i got it wrong.

 

i did everything else on that list though...  but handle v controller is throwing me off

 

Just delete the blue star thingy, the one that you create to keep the hand/feet still as shown in the video from Canderes. Sometimes we attach controllers to those IK "handles", but it was not shown in the video.

 

I was reading the thread when I noticed all the confusion about IK exporting.  

 

If you're using havok content tools 2010.2 (you should be) you can export the animation np as long as you save and load it keying every frame in the process. 

 

You don't have to delete any IK nodes, I just leave everything as it was (IK nodes included).

 

ABout the odd mesh deforms,...make sure you are animating bone by rotation alone (exception NPC COM with unchecked Bone ON) You can freely use the position tool to autokey all IK chains. However, only rotate non chained bones.

 

100% success rate on over 80 exports.

Posted

ABout the odd mesh deforms,...make sure you are animating bone by rotation alone (exception NPC COM with unchecked Bone ON) You can freely use the position tool to autokey all IK chains. However, only rotate non chained bones.

 

100% success rate on over 80 exports.

 

 

here is the deformation issue...

 

the left SS is using cherry hotaling's skeleton and the bodyslide body i use in-game.  the right side is dragonfly's skeleton and the same body mesh

 

post-136825-0-38888100-1365490451_thumb.jpg

 

i would prefer to use dragonfly's skeleton, but it seems the reason i was exporting crap was because i wasnt using a bone rig file. i havent had a chance today to see if dragonfly has one posted.  if he does, i'll snatch it up.

 

 

also, is there any reason why dragonfly's first tbbp skeleton had butt bones, but the 1.1 version doesnt (only prebutt)

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