Airock Posted May 5, 2013 Posted May 5, 2013 If chris or Xaz or anyone who understands AO animations is around, I could really use some help. I have a few questions. First is this how I would list a 2 actor sequenced animation (with 3 stages) that uses and animobject in the FNIS list: s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1stage2 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1stage3 s -o AnimActor2stage1 AnimActor2stage1.hkx AnimObjectAnimActor2stage1 + -o AnimActor2stage2 AnimActor2stage2.hkx AnimObjectAnimActor2stage2 + -o AnimActor2stage3 AnimActor2stage3.hkx AnimObjectAnimActor2stage3 My goal here is to have 2 actors having sex, while one is sitting on a chair. So would I need to list the object on both actors shown above or just like this: (i only want one chair to appear) s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1stage2 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1stage3 s AnimActor2stage1 AnimActor2stage1.hkx + AnimActor2stage2 AnimActor2stage2.hkx + AnimActor2stage3 AnimActor2stage3.hkx Last question is how do I position the chair in a modeling program? Do I just import the nif? A simple chair .nif from the skyrim .bsa should work fine for this right? Is there anything I need to do to correctly export the nif's position, and is the .nifs position supposed to be exported with the actor(s) in the same hkx packfile? Any help is much appreciated.
fore Posted May 5, 2013 Posted May 5, 2013 If chris or Xaz or anyone who understands AO animations is around, I could really use some help. I have a few questions. First is this how I would list a 2 actor sequenced animation (with 3 stages) that uses and animobject in the FNIS list: s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1stage2 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1stage3 s -o AnimActor2stage1 AnimActor2stage1.hkx AnimObjectAnimActor2stage1 + -o AnimActor2stage2 AnimActor2stage2.hkx AnimObjectAnimActor2stage2 + -o AnimActor2stage3 AnimActor2stage3.hkx AnimObjectAnimActor2stage3 My goal here is to have 2 actors having sex, while one is sitting on a chair. So would I need to list the object on both actors shown above or just like this: (i only want one chair to appear) s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1stage2 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1stage3 s AnimActor2stage1 AnimActor2stage1.hkx + AnimActor2stage2 AnimActor2stage2.hkx + AnimActor2stage3 AnimActor2stage3.hkx Last question is how do I position the chair in a modeling program? Do I just import the nif? A simple chair .nif from the skyrim .bsa should work fine for this right? Is there anything I need to do to correctly export the nif's position, and is the .nifs position supposed to be exported with the actor(s) in the same hkx packfile? Any help is much appreciated. The 2nd version is close to correct. However you only need the same AO for all 3 stages (or does the chair has to change?). And then you can use the optimized SA version "S" which will avoid the short flicker seen in the Estrus animations. To make an AO you need to add a character bone connection to the .nif. But I only did this once with Blender for Oblivion, and I can't even remember how. But maybe I can give a short heads-up here. I'm working on FNIS 4.0 which will (probably) include furniture animations integrated into mt_behavior. I have a first version working, but it's quite tricky, and I'm running into a lot of unexpected obstacles. So with the time I have available it will probably take at least 2 more months, and I doubt the first version will have staged animations. Only few vanilla furniture animations have that, and they look like twice as complicated.
Airock Posted May 5, 2013 Posted May 5, 2013 The 2nd version is close to correct. However you only need the same AO for all 3 stages (or does the chair has to change?). And then you can use the optimized SA version "S" which will avoid the short flicker seen in the Estrus animations. To make an AO you need to add a character bone connection to the .nif. But I only did this once with Blender for Oblivion, and I can't even remember how. But maybe I can give a short heads-up here. I'm working on FNIS 4.0 which will (probably) include furniture animations integrated into mt_behavior. I have a first version working, but it's quite tricky, and I'm running into a lot of unexpected obstacles. So with the time I have available it will probably take at least 2 more months, and I doubt the first version will have staged animations. Only few vanilla furniture animations have that, and they look like twice as complicated. Thanks fore, helpful as always. I do see 2 animobject bones A and B,...at the bottom near the NPC Root,...however they are linked to the parent root. Am I supposed to unlink one of those, and apply the chair nif onto it? Or leave it linked and just position the chair as a child of the root parent? Well technically the chair does not need to be animated,...just positioned at a defined point on the x, y, z grid. And u'd be right to assume that the chair will be the same for all stages. so more like: s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1 s AnimActor2stage1 AnimActor2stage1.hkx + AnimActor2stage2 AnimActor2stage2.hkx + AnimActor2stage3 AnimActor2stage3.hkx and not s -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 + -o AnimActor1stage2 AnimActor1stage2.hkx AnimObjectAnimActor1stage2 + -o AnimActor1stage3 AnimActor1stage3.hkx AnimObjectAnimActor1stage3 s AnimActor2stage1 AnimActor2stage1.hkx + AnimActor2stage2 AnimActor2stage2.hkx + AnimActor2stage3 AnimActor2stage3.hkx
fore Posted May 5, 2013 Posted May 5, 2013 Very welcome, Arrok. But I'm not talking about the skeleton.nif, I'm talking about the AO nif. Each AO nif has a NiStringExtraData to the bone the AO i attached to. Mostly AnimObjectR for items held in the right hand. But I have also seen the Magic Node. But as I said, I have no idea how you do this, how you would place a chair where you want it. If you use a real chair, or AO, depends what you do. Both have a disadvantage. The real chair needs to exist, because creating and deleting one every time you run the animations will cause save bloats. This is not the case with AOs. But there you need to define your animations in a way that doesn't move the chair with the body. In any case, when you use a Sequenced Animation it should look like S -o AnimActor1stage1 AnimActor1stage1.hkx AnimObjectAnimActor1stage1 (uppercase "S") The non-optimized SA version you only need if you remove an AO between 2 stages, or change headtracking in between. But I want to come back to the furniture animations I want to implement for FNIS 4.0. Furniture animations are not only used for bed or chair, they are used everywhere a character needs to do an animation at a precise spot and angle. So mining and smithing are furniture idles, and even the Telvanni tower lift in Dragonborn. So I think furnitures will become THE choice to make sex animations in the future. But as I said, they are quite tricky in behaviors, and modders will have to spend some additional effort to define them in the CK.
xaz Posted May 8, 2013 Posted May 8, 2013 Would it be out of place to inquire tail support?What kind of support? I usually don't (never) play a Khajiit or Argonian, so I have no idea what's not working with those races.
Zsar Posted May 8, 2013 Posted May 8, 2013 Oh, everything works, the tail merely is not animated... which looks ugly. Alas.
jengotiger Posted May 9, 2013 Posted May 9, 2013 Would it be out of place to inquire tail support?What kind of support? I usually don't (never) play a Khajiit or Argonian, so I have no idea what's not working with those races. it's a bit hard to explain but when you tie down a beats race the tail stays in the same position as if they where standing (or like in spit roast animation the tail stays in straight line) my guess is that zsar might want to see the tail tied up to the neck?
nottaj Posted May 9, 2013 Posted May 9, 2013 When I try to play animations it just returns "IsChild >> 0.00 Doesn't work on NPCs either. Anybody had this problem? Edit: nevermind, outdated FNIS.
Zsar Posted May 9, 2013 Posted May 9, 2013 Oh, I would be content with any way that makes the tail behave "naturally", be it bound or not. From an immersive point of view there may be no need to tie a Khajiit tail - but obviously the cat would move it around. The rather muscular and, well, scaly argonian tail would mayhap pose an issue if unrestrained on the other hand.From a technical point of view it would be much easier to handle both tails in one way as different handlings would require different animations, filtering scripts, etc.; so one definite behaviour needed to be chosen and implemented, be that what it may. The downside of that approach of course is the additional fine tuning required to match the rather different dimensions of both tails into the same animation, which then still may not suffice to provide a well looking result. ... It is likely not feasible in either way for someone who has no personal interest in the issue. I may argument that a unified quality over all possible participants is part of a "polished" product, but then Bethesda themselves have been lazy on the issue, as evident by the floating tails of the dead and the rigid "twig tail" while mining.Alas, again.
xaz Posted May 9, 2013 Posted May 9, 2013 Added this as a download: http://www.loverslab.com/files/file/156-zaz-animation-pack/ I'll try to get the support topic merged. Fixes are mostly just bug fixes, some CTD involving Khajiit/Argonians, and some fixes on items which didn't work well beast races.
PaybackTime Posted May 10, 2013 Posted May 10, 2013 Hi, I don't know why but when I tried to download the lastest version it's stopped downloading at 99% and stay there forever. Not sure if it's related to the upload of package itself or loverslab wesite any idea?
oli3d Posted May 11, 2013 Posted May 11, 2013 Moin.... played a little bit with ZaZ animations in the CK... made a plugin(for zaz animation pack 05.1) Spells: Get the spellbooks via Console "help zaz:" Test it...... Do not forget the "Free Girl" spell to end the Animations(Girls walking with pillorys etc. .....). I added a pillory in the back yard of the whiterun smith shop..... say to your (female) follower to sit there .... (i changed the pillory with nifscope into a... say chair with branche for a common chair... - you find it in the meshes folder.... if you load the plugin in the CK and looking for details you will find them)<- first time using nifscope..... the follower will do the "sit animation", then via script the ZaZ-pillory animation(the placed pillory will disappear, ZaZ-AnimPillory will appear) ... after 30 sec the animation ends and the static pillory will appear again for further use.... i think one can make all the pillorys, wheels etc. into a chair or similar interactive object ....(will try it tomorrow).. it may simplify things if i had have the pillory animation without pillorys... but om the other side ... maybe it would more complicated to get the actors in the right position..... my plugin is a proof of concept... so it is free to use and alter.... decorate your homes.... o3ZaZanimspells-v002.zip thanks to masterchriss and xaz for the animation framework, ag12 for his inspiration (inspecting slaves...you know... ), Fores for his work etc.... Moin Oli P.s.: i am german... so do not complain about my english... especially after i drunk one and a halve bottle of wine(best thing for coding)
Meeps Posted May 12, 2013 Posted May 12, 2013 Just wondering here is there any way one can play these animations by using spells or something ingame without needing advanced modding skills?
jengotiger Posted May 12, 2013 Posted May 12, 2013 Just wondering here is there any way one can play these animations by using spells or something ingame without needing advanced modding skills? ... open console and type player.playidle ZazAPC001 is not even advanced
RUD3DUD3 Posted May 14, 2013 Posted May 14, 2013 can someone help me install this mod please do i need to download that .esm attached on the main page or is it included in the current pack
xaz Posted May 15, 2013 Posted May 15, 2013 can someone help me install this mod please do i need to download that .esm attached on the main page or is it included in the current packYou only need the main archive.
dinomagick Posted May 15, 2013 Posted May 15, 2013 Not sure if this is the right place for an Animation Example, but here is the Spitroast one. Image: AVI File at RapidShare: https://rapidshare.com/files/2863940280/tesv-spitroast1.avi Enjoy!
JinZen Posted May 19, 2013 Posted May 19, 2013 Not sure if this is the right place for an Animation Example, but here is the Spitroast one. Image: ScreenShot11.jpg AVI File at RapidShare: https://rapidshare.com/files/2863940280/tesv-spitroast1.avi Enjoy! I would have gone more for the giant version of that picture XD Sorry if this is the bad pic I had a little story for a topic made but never got to putting it up XD
emerlad Posted May 20, 2013 Posted May 20, 2013 I have a suggestion to make, a very easy one to implement. (I did it myself in less than a minute) Add the open mouth effect to the spit roast. As I’ve said, I've done this myself and it actually lines up quite nicely and looks much more natural than the rod just coming out of the actors lips. Edit: Pictures showing the difference. (I apologize for the poor lighting and quality) Open Closed
Meistergeppetto Posted May 21, 2013 Posted May 21, 2013 hey guys, this mod looks awesome and i really want to use it but somehow it doesn't work. I googled this problem but it seems like it only occurs on this mod so I unavailingly tried to fix it with the information from this mod. I installed skyrim a few days ago with some mods, so I have the new FNIS(3.5), the skeleton (http://skyrim.nexusmods.com/mods/11064/?) and of course SKSE. The FNIS spells and animated prostitution work just fine but when i tried to play the urinate mod (http://www.loverslab.com/topic/17295-the-need-to-urinate/page-2) there was no animation. So I tipped the animation command into the console "player.playidle zazapcxxx" or for urinate "zazapcao1xx". The respone was "IsChild >> 0.00" The solution in this forum is to update FNIS, but it is up to date. I tried a lot of things but because nothing seems to work I wanted to ask you guys for help.
dinomagick Posted May 22, 2013 Posted May 22, 2013 hey guys, this mod looks awesome and i really want to use it but somehow it doesn't work. I googled this problem but it seems like it only occurs on this mod so I unavailingly tried to fix it with the information from this mod. I installed skyrim a few days ago with some mods, so I have the new FNIS(3.5), the skeleton (http://skyrim.nexusmods.com/mods/11064/?) and of course SKSE. The FNIS spells and animated prostitution work just fine but when i tried to play the urinate mod (http://www.loverslab.com/topic/17295-the-need-to-urinate/page-2) there was no animation. So I tipped the animation command into the console "player.playidle zazapcxxx" or for urinate "zazapcao1xx". The respone was "IsChild >> 0.00" The solution in this forum is to update FNIS, but it is up to date. I tried a lot of things but because nothing seems to work I wanted to ask you guys for help. GenerateFNISUsers.exe, you will have to search for that under your Data folder and run it to correct animations. THere are .txt files that contain the animation ID's and some ItemIDs that you need to use to accomplish things. This MOD only adds the animations and componants, its just a FrameWork.
Meistergeppetto Posted May 22, 2013 Posted May 22, 2013 hey guys, this mod looks awesome and i really want to use it but somehow it doesn't work. I googled this problem but it seems like it only occurs on this mod so I unavailingly tried to fix it with the information from this mod. I installed skyrim a few days ago with some mods, so I have the new FNIS(3.5), the skeleton (http://skyrim.nexusmods.com/mods/11064/?) and of course SKSE. The FNIS spells and animated prostitution work just fine but when i tried to play the urinate mod (http://www.loverslab.com/topic/17295-the-need-to-urinate/page-2) there was no animation. So I tipped the animation command into the console "player.playidle zazapcxxx" or for urinate "zazapcao1xx". The respone was "IsChild >> 0.00" The solution in this forum is to update FNIS, but it is up to date. I tried a lot of things but because nothing seems to work I wanted to ask you guys for help. GenerateFNISUsers.exe, you will have to search for that under your Data folder and run it to correct animations. THere are .txt files that contain the animation ID's and some ItemIDs that you need to use to accomplish things. This MOD only adds the animations and componants, its just a FrameWork. Hi, thanks for your answer, I think I know how to use GenerateFNISUsers.exe, I successfully installed Animated Prostitution and ASX, of course i used it when i installed these animations. Also I know that this mod doesn't add a spell or something to paly the animations and as I said I used the Animation List and the command to play the animations. I made sure I installed it correctly and typed in the command correctly but it always says "IsChild >> 0.00" on male and female characters I created new (I seriously hate the starting sequence now). Does this framework conflict with anything? I installed one of the recommended skeletons (http://skyrim.nexusmods.com/mods/11064/?).
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