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gregathit

Lovers Animations Workshop - New Thread

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The old thread was well over the limit that threads are supposed to be before they are archived so I started a new thread.  This will hopefully be a bit better organized as well (no promises.....).  :P

 

 

Notes for Animators:

 

 

Suggested guidelines for animations are as follows:

This list is only suggestions so as to keep things fairly consistent for LPK users - you as the animator, are ALWAYS free to go any direction you choose to go.  ;)

1.  A MODIFIED version of the Universal Skeleton "controllable version" by Growlf.  The skeleton can be found in the new LAPF:  http://www.loverslab.com/files/file/354-lapf/

2. BBB (better bouncing breasts) is included in the animation along with bouncing butts (where practicable - some cases this may not make sense).

3. Male body based on Roberts Male Muscular.
Link to full Robert's plugin: http://oblivion.nexu....com/mods/40532

4. Female body based on HGEC H cup or DMRA.
Link to HGEC Hcup plugin: http://oblivion.nexu....com/mods/34442
Link to DMRA plugin: http://oblivion.nexu....com/mods/33441

5. Girl on Girl Futa Cocks to be based on one of these for either the receiver or giver as is appropriate.

6. Animations are in 4 stages of progression. These can be completely different poses or just variations on speed of the same pose.

7. Animation length is X seconds precisely - To be determined at the sole discretion of the animator.

8. Sound is scripted, not inside the animation (.kf) - this is still up in the air.

9. Facial expression is included in the .kf  - To be determined at the sole discretion of the animator.




NOTE: For items 3 and 4 you can get the bodies also from gerra6's most Excellent Setbody mod on this very forum: http://www.loverslab...tbody-reloaded/

 

 

 

 

The animation overhaul was completed and all animations were added into the LAPF:

 

LAPF (Lovers Animated Penis Framework):  http://www.loverslab.com/files/file/354-lapf/

   -  contains all core files as well as the animated penis updates.

   -  also has alternate male and female animated and non animated penis bodies.

   -  also contains all animated penis animation updates released to date.

   -  latest rev96v4 file that is needed for animated penis animations to work.

 

 

For aspiring animators here is the easy to use animating skeleton with penis bones: Oblivion animating skeleton with Penis bones.7z

NOTE:  This is ONLY to be used in blender or 3dsMax and NOT to replace your main skeleton with.  Put it outside your oblivion folder where you can get to it easily when importing animations into your chosen modeling program.

 

 

 

 

Animated Penis animations status:

All updates can be found in the new LAPF:  http://www.loverslab.com/files/file/354-lapf/

 

 

 

 

 

The awesomely talented Donkey, kindly granted me permission to re-release his wonderful animations here at LL.  The animations are AP ready.

Donkey's Final Gift - Part 1:  Included in LAPF now.

Donkey's Final Gift - Part 2:  - coming eventually (lesbian animations)

 

 

 

 

 

For those of you who want to check out the old thread here is the link: http://www.loverslab.com/topic/11501-lovers-animations-workshop-old-one/?p=255682

Post 4 of the old thread contains quick links to some of the new animations that were created.  Most of them are now included in The Daedra Sutra: http://www.loverslab.com/topic/8232-the-daedra-sutra-lovers-with-pk-animation-collection/

 

 

 

Other animators are MORE than welcome to showcase their animations here or just discuss tips, tricks or issues they have.

 

I will add a quick link to any animations posted by others to post 2 so folks don't have to dig for things.

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Reserved for Quick Links to other animators work.

 

 

Animations by TDA:

See post 28:   http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-2

Not yet included in the LAPF but soon will be thanks to the kind consent from TDA.

 

 

 

Animations by ThatOne:      - included in the new LAPF.

Created at the request of Kasimir: Animation 107 from ThatOne.7z

(this is animated penis enabled)

NOTE:  This animation by ThatOne is already included in Update 6 in the Animated Penis Resource Download.

 

 

 

 

Animations by Kasimir:

See post 338:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-17

NOTE:  This animation is NOT setup for animated penis at this time.  I have adapted it for the AP system and it can be found in the above packs in post 1.  

- included in the new LAPF.

 

See post 439:   http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-22?do=findComment&comment=493370

Animation is AP ready.  - included in the new LAPF.

 

See post 459:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-23

Animation is AP ready.  - included in the new LAPF.

 

See post 519:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-26

Animation is AP ready.   It is NOT included in the LAPF.........yet.

 

 

 

 

Animations by Nusbie:    - included in the new LAPF.

See post 416 for three animations:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-21

Pictures of the three can be found in post 392 here:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-20?do=findComment&comment=481677

 

 

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Animations not currently in the LAPF:

 

Animations by the Awesomely talented D_ManXX2:

See post 701 for a clip and the animation:  http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-36?do=findComment&comment=632144

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@greg

 

EDIT: Sorry for the double post...

 

On a whim I decided to install the lovers pack you currently have in the download section.

 

I have spotted a few problems that have slipped through the net.

---------------------------

 

57 - Feet in first phase are crooked, minor issue. Don't know if this is new or if I missed it on the first pass.

 

67 - The anim in the pack is an older version of the anim. There were a number of problems with this anim that you fixed in post #1198 of the old thread.

 

69 - Humping is still slightly out of synch for phases 2 and 3... I don't think this problem was ever addressed.

 

92 - This is an older version of the anim as well, except for phase 1. Notice the difference between phase 1 offender BBB and phases 2 and 3? You toned offender BBB up substantially but the phases 2 and 3 included in the downloads section seem to still be the old version. See post #1265 of the old thread.

 

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Please explain how, in a blender to make IK chains and positional (and  path) constrants for them (IK nodes).

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So how is the animated penis coming along ?? btw there seem to be major spikes on the loverslab server today one moment you can download fine the next it will stall and no file is downloaded.

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So how is the animated penis coming along ?? btw there seem to be major spikes on the loverslab server today one moment you can download fine the next it will stall and no file is downloaded.

 

The animated penis\futa\strap-on is working nicely and is now available for download at the links in the OP.  I have group 1 and group 2 done and am currently working on group 0 animations.

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57 - Feet in first phase are crooked, minor issue. Don't know if this is new or if I missed it on the first pass.

 

67 - The anim in the pack is an older version of the anim. There were a number of problems with this anim that you fixed in post #1198 of the old thread.

 

69 - Humping is still slightly out of synch for phases 2 and 3... I don't think this problem was ever addressed.

 

92 - This is an older version of the anim as well, except for phase 1. Notice the difference between phase 1 offender BBB and phases 2 and 3? You toned offender BBB up substantially but the phases 2 and 3 included in the downloads section seem to still be the old version. See post #1265 of the old thread.

 

57 - Whose feet are crooked and how are they crooked?  I am not seeing it.

67 - I'll check it out, I probably forgot to apply the patch to the pack.   - Yep the older version slipped through - Update 1 corrected.

69 - No.  I never messed with this.  The animation in all stages is exactly the same, the only difference is the speed it plays at.  Any change would require me to rebuild the animation from scratch and I am not interested in taking that on right now.

92 - I'll check it out.  I might have forgotten to slip the fixed files in the pack. - Again, the old version slipped through - Update 3 corrected.

 

Edit:  See notes in red.  Good catch!

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57 - Defender's feet in first phase, progress to second phase and watch the difference. It looks like one bone was misanimated. As I said it is a minor issue.

 

69 - Ok I understand... the anim IS out of synch slightly though, enough that I noticed it. Other people might not, and I can understand if you don't want to spend time correcting minute flaws.

 

EDIT: Also, something is wrong with update 3 in the download section... it gets to 34.6 KB and won't download further. I try to retry download and it won't even start.

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Ok, Ashal has fixed the uploads\downloads issue so you should be able to grab the files now.

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D_MannXX2,

 

Here is a quick example of an animation I am currently working on (bbb pack 29 cumming stage) of the animated penis "at work"....... :P

 

Link: http://www.naughtymachinima.com/video/7682/Oblivion-LPK-animation

 

This really helps many animations that would have had the penis poking through the stomach or having to angle it out of the pussy area.  Or heaven forbid, shrinking the cock size!!! 

THE HORROR!!!!  :lol: :lol: :lol: :lol:

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@greg

 

I suggested an idea similar to this one for deepthroat anims some time back.

 

I'm glad to see the concept is viable.

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For throats it is.....difficult.  The cock tends to clip through the throat or jaw as it is hard to turn 90 degrees.  Now if the neck & head were at an angle that was closer to 45 degrees it would be ideal.

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Have you tried 3 bezier paths? When I used to do a lot of animating ages ago to achieve 45 we'd use one bezier deform path but to achieve 90 we'd require 3. For 180 we'd use 7 (2 3's to get 2 90's and a cleanup curve in the middle to correct pinching.

 

Er, this was back when I was animating hydraulic/cooling systems which animated water/fluid flow through pipes which oddly is kinda exactly what you're doing lol.

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Have you tried 3 bezier paths? When I used to do a lot of animating ages ago to achieve 45 we'd use one bezier deform path but to achieve 90 we'd require 3. For 180 we'd use 7 (2 3's to get 2 90's and a cleanup curve in the middle to correct pinching.

 

Er, this was back when I was animating hydraulic/cooling systems which animated water/fluid flow through pipes which oddly is kinda exactly what you're doing lol.

 

Ok, now explain that in freaking English!!!!!  :P

Yea, I get what you are talking about from my days as a construction superintendent and looking at waste\storm drain lines.

 

The problem lies in how the penis was weight painted and how quickly the penis has to make a bend to achieve the 90.  With the current sized cock and weight painting it just doesn't work.  It either ends up clipping through either the jaw, neck or back of the head or the penis distorts into a horrible inside out mess.  The futa cock is even worse.  Weight painting is NOT something I have tackled so there is nothing I can do about it right now.  Plus it just isn't worth spending the time jacking with over 1 or 2 animations out of 200+ IMHO.  The current cock (male and futa ones) are about 50 to 100 percent larger than the old versions.  I did this because the old versions penis barely used to penetrate in many of the animations.  What it boiled down to was using a penis similar in size to slof's largest one. 

 

Now if you don't mind, I am going to go browse the internet to look at some boobies as all this talk about cocks is creeping me out...... :lol: :lol: :lol: :lol:

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Well, I generally meant something like this.

 

May or may not be possible given mesh/skeleton restrictions though.

 

EDIT: And...um... yeah, yay boobies!

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Yea, I understood the gist of what you were saying.  ;)

It just doesn't currently work for 90 degree turns inside a head that is upright, as there just isn't enough extra space and the impreciseness of the bones\weight painting.

It works just fine for 45 or so degrees or perhaps as much as 70 degrees IF there is some wiggle room (read 'extra space') to maneuver in.

 

 

Update on animations for Group 0:  I now have 8 of the 15 animations mostly pounded into shape.  If all goes well today and tomorrow I may indeed make my Wednesday evening estimate for a beta release.  I seem to have a head of steam going lately and I am liking it..... :D

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Well, I generally meant something like this.

 

May or may not be possible given mesh/skeleton restrictions though.

 

EDIT: And...um... yeah, yay boobies!

 

blender 2.63 is not blender 2.49b those options will make your blend file totally moot. once you start messing with advanced stuff in newer blender you can kiss that blend good bye. it will no longer work under blender 2.49b.

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What I was originally suggesting works in 2.49b. Though I must admit, the example link I provided uses a hook which isn't friendly to 2.49b.

 

My basic premise is to use Shape Keys parented to beziers. Animate them according to this (from 2.49b manual).

 

And again, if the actual meshes/weight painting/skeletons restrict you to not being able to use these techniques, it wouldn't shock me.

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And again, if the actual meshes/weight painting/skeletons restrict you to not being able to use these techniques, it wouldn't shock me.

 

It doesn't work.  I think the skeleton and the number of bones it has is fine, it is just the weight painting that is the issue.  When I try to manipulate it at too much of an angle it looks bad in blender and even worse "in game".    A good place to check that out is animation 06's blend file that you can grab from here: http://www.loverslab.com/topic/17765-blend-files-for-oblivion-lpk-animations/

 

I ended up having to rework the original animation to move the offender back from the defender to minimize the penis coming out of the back of the head (skull fucked literally...LOL) as well as making some radical bends that would be painful to a real human, to keep the penis inside the head of the defender.  It still clips just a bit, but it is hardly noticeable.

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And again, if the actual meshes/weight painting/skeletons restrict you to not being able to use these techniques, it wouldn't shock me.

 

It doesn't work.  I think the skeleton and the number of bones it has is fine, it is just the weight painting that is the issue.  When I try to manipulate it at too much of an angle it looks bad in blender and even worse "in game".    A good place to check that out is animation 06's blend file that you can grab from here: http://www.loverslab.com/topic/17765-blend-files-for-oblivion-lpk-animations/

 

I ended up having to rework the original animation to move the offender back from the defender to minimize the penis coming out of the back of the head (skull fucked literally...LOL) as well as making some radical bends that would be painful to a real human, to keep the penis inside the head of the defender.  It still clips just a bit, but it is hardly noticeable.

 

 

Well, TBH, close enough is good for me... and clipping? What *doesn't* clip in Oblivion? hehe

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Ok, update on status of group 0.  I have 9 of the 15 done so looks like I won't make my self imposed deadline of tomorrow for a release.  Hopefully I can get things wrapped up Thurs or Friday at the latest.

 

Sorry.

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No worries gregathit, just the fact you're doing it at all counts for a whole hell of a lot.

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