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Naughty poses and animations


delilah

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Posted

If you use the animation>-rotation controllers->orientation constraint  you can get the head to face the direction of whatever it needs to be linked to and the position constraint under the animation->constraints can be used to translate an object from its default position to the object(s) it is linked to. You can then vary the weight under the motion panel to translate in and out for the position. You animate whoever is going to do the moving and the head will face the direction it needs to look and then use the weight on the position to force the head toward and away from the other actor. There might be some other things you need to click on like assume initial position or direction so they don't twist the neck or do something weird like that. You want to use the path constraint only when an entire object (not something in a hierarchy) needs to move according to a closed or open spline curve.

Posted

@delilah

 

Ok I see you are importing animations from skyrim, and attempting to edit them.

 

Now if the animation was created using the vanilla skeleton,..your import should work for the most part. However, if you're attempting to import an animation made for a custom skeleton with a different bone list, weights ect, Hkxcmd just cannot convert them (from my experience).

 

Though this never really bothered me b/c I make all my animations from scratch.  If I want to edit an existing animation,...I just create a starting position using a screenshot of the animation in-game,...and reanimate it from that point.  This also avoids any permission problems you may run into,...allowing you full rights to distribute however you please. Skipping the importing process skips a lot of headaches,...and [no offense to hologram (creator of hkxcmd) b/c his contribution definitely kickstarted the early animation process of skyrim)] , but hkxcmd is a pain to use. Especially when you're like me and new to this kind of stuff.

 

 

Posted

@delilah

 

Ok I see you are importing animations from skyrim, and attempting to edit them.

 

Now if the animation was created using the vanilla skeleton,..your import should work for the most part. However, if you're attempting to import an animation made for a custom skeleton with a different bone list, weights ect, Hkxcmd just cannot convert them (from my experience).

 

 

as i mentioned before....  i was experimenting with using different skeletons while converting the 3rd party animations.  it seems that the closer i get to the skeleton used to make the animation, the better chance of a clean conversion.  its a real PITA , though since there are dozens of different skeletons in use right now.  And, its still hit or miss; some times the only issue is something like the arm twist bones are all screwed up.

Posted

 

yeah...  that sure looks like the problem im having...  i'll play with it today and see if i can make any sense of those graphs and lines (i usually dont mess with that menu at all).  i'll let you know if that solves the twitch and thanks so much for posting the video :D

 

 

EDIT:

 

YES!  that fixed the ugly twitch!

 

i still have a few more things to smooth out though, but your post was a big help.  than you again.

Posted

If you use the animation>-rotation controllers->orientation constraint  you can get the head to face the direction of whatever it needs to be linked to and the position constraint under the animation->constraints can be used to translate an object from its default position to the object(s) it is linked to. You can then vary the weight under the motion panel to translate in and out for the position. You animate whoever is going to do the moving and the head will face the direction it needs to look and then use the weight on the position to force the head toward and away from the other actor. There might be some other things you need to click on like assume initial position or direction so they don't twist the neck or do something weird like that. You want to use the path constraint only when an entire object (not something in a hierarchy) needs to move according to a closed or open spline curve.

 

this is how i used the path constraint:

 

i created a sphere and placed it in the pussy of the sitting actor.  i linked it to the sitters root bone and used skinpose/keep initial offset.

 

i then created an elipse and positioned it over the face of the supine actor.  i rotated the elipse so one end was over the chin, and the other was over the nose.  next, i used the path constraint to make the pussy sphere travel across the supine actors face.

 

finally, i created another sphere and placed it behind the sitting actor, then used the look at constraint from the pussy sphere to the new sphere.  this caused the hips to actually "grind" on the face and gave me a much more realistic and natural looking motion than i could have done by hand.  it took a lot of trial and error to the the look at sphere into the right position.  too far away and there is very little grind.  too high, and the ribs buckle (im also using IK on the spine to keep the upper body in place).  one thing i had wanted to was to have the sitting actor stop the eliptical grind and do a couple of forward thrusts, then go pack to the grind, but i couldn't figure out a smooth way of doing that.  your suggestion about using weights may solve the issue perfectly, though.  :lol:

 

Posted

ok...  i could use a few suggestions regarding what to do with the supine actor in the girl-girl face sitting animation.  as i mentioned, i plan on 2 versions;  the current knee-toe sitting face grind, and a squatting face mash with the squatting actor using her hands to force the other actor's face into her pussy.

 

for version 1 i need to determine:

1.   what should the supine actor be doing with her hands?  playing with herself? hugging the other actors legs?

2.   im thinking of changing the sitting actor's right hand.  instead of using the "spock" greeting gesture, im thinking of using a 2-finger labia spread (peace sign).

3.   should i have the actors looking at each other?

 

for version 2...:

1.   should i make it look non-consensual?  should the supine actor be enjoying it, or trying to get away?

 

and for ALL animations...  please let me know if the butt and breast bounce is too much or too little.

Posted

I saw that video and could not make any sense of it. Not a moder, but it looks like it kept stopping every other second to the right. What does that mean though?

Posted

I saw that video and could not make any sense of it. Not a moder, but it looks like it kept stopping every other second to the right. What does that mean though?

 

it seems that you dont have to key in the frames when you use the path constraint:  max keys the first and last frames of the path. and everything in between is a percentage of the path.  so, if you want to loop the path, you need to copy the first and last keys and slide them down the track.  this puts the 100% frame right next to the 0% frame.  so, to start the cycle over again, max needs to do a quick rewind: that is the spike you see in the middle of the 2 sine curves.  the guy in the video baked the animation and got a key for every frame, then just deleted the "rewind" frame.  Voila! no more spike.

Posted

 

ok...  i could use a few suggestions regarding what to do with the supine actor in the girl-girl face sitting animation.  as i mentioned, i plan on 2 versions;  the current knee-toe sitting face grind, and a squatting face mash with the squatting actor using her hands to force the other actor's face into her pussy.

 

for version 1 i need to determine:

1.   what should the supine actor be doing with her hands?  playing with herself? hugging the other actors legs?

2.   im thinking of changing the sitting actor's right hand.  instead of using the "spock" greeting gesture, im thinking of using a 2-finger labia spread (peace sign).

3.   should i have the actors looking at each other?

 

for version 2...:

1.   should i make it look non-consensual?  should the supine actor be enjoying it, or trying to get away?

 

and for ALL animations...  please let me know if the butt and breast bounce is too much or too little.

 

 

I like more yuri and sensual animation ....

 

In principle, the sexual context does not important to me.

Posted

girl-girl face sitting animation has been updated.

 

changes include:

 

version 1 of the supine actor (

sitting actor now faces the correct direction when the animation starts

sitting actor is looking at the supine actor

removed some ugly twitches

changed finger positions of the right hand

 

Posted

sorry i havent posted any new animations, guys, but i have been a little busy with other stuff.  testing SOS, repairing and updating my skyrim install, working on a custom armor adaptation...

 

i promise to get a new animation out really soon though, and i have already started working on the base poses for an ass-worship animation.

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