Fomebs Posted September 3, 2013 Posted September 3, 2013 The animated penis animations are not so much "new" as they are "revised". I did my best to remove clipping, add bouncing breasts, make the offensive side a bit more realistic by having their hands grab the defensive side or be in a position that makes sense\looks better. I also aligned the animations so that they would be very close right off the bat and not require much if any alignment adjustments. Some animations were lightly revised, others.....massively. It just depended. Some of the massive ones are so redone that you might not recognize them. Oh, so the "animated penis" in front of the name is meant to signify the most visible update and penis is not the only thing that's changed. In fact, the penis is mostly unmoving in the 3 animations I've checked (70, 81, 83). I thought I was going to see a dick wildly flopping or something, lol. I think the ballsack also got bigger and more visible from behind, right? Also, there was a folder containing some textures named "pussy", where does that come into effect? DO some animations now have stretched vaginas or something?
gregathit Posted September 3, 2013 Author Posted September 3, 2013 The animated penis is just that, it is "able" to be animated. This gives the animator a greater freedom to create animations as we are no longer bound by the couple of dick meshes that existed prior. Now the penis can point in damn near any direction and even bend to "accommodate" things. The penis doesn't normally flop around or anything like that, but it is directionally controlled by the animation and not just randomly pointing.....where ever. The animation I linked to in my previous post does contain some flopping around in the final cumming stage. Other animations the penis moves, or bends with the movement so it stays in the mouth\vagina\ass depending on the animation. Here is a prime example of what I am talking about: http://www.naughtymachinima.com/video/7682/Oblivion-LPK-animation The penis is about 20 to 30 percent larger for males and the balls are a bit bigger as well. The larger penis did require some adjustments in the animations as it was clipping through. However, the larger penis does help on some of the animations that it was too short for with the old meshes.
Fomebs Posted September 4, 2013 Posted September 4, 2013 Um, in the main animation (# 06) for group 4, the penis is even bigger for the mouth (compared to the older animation, in which the penis barely fit), and it just goes through the whole lower jaw of the recipient Screenshot: Do you get around this by using a special faces mod?
gregathit Posted September 4, 2013 Author Posted September 4, 2013 Nope. That is the way it is. You "might" be able to get the defensive side to open their mouth more if you fiddled with the facial codes, but I don't have time or interest in that sort of thing. It didn't look very good in the original animation with the old meshes either so nothing gained, nothing lost.
kasimir Posted September 6, 2013 Posted September 6, 2013 I have always liked the interior of the Anvil Mystery House. Time to put it to even better use. http://www.naughtymachinima.com/video/8169/sofasession #3sofa_session ready for public testing! #3sofa_session.rar
gregathit Posted September 7, 2013 Author Posted September 7, 2013 Great stuff Kasimir! ------------------------------------------------------------------ Update for folks. There has been very little movement lately, well at least little for folks to see anyway. I had some work projects that ate the shit out of my free time and I have been heavily distracted by the release of Rome 2. Now that I have finished the work projects and scratched my itch for Rome 2, I'll be back working on the final batch of animations. Based on the progress I made this evening, I am pretty confident I can finish this coming week and push out a testing beta somewhere close to Thursday or so. After a few days of beta testing on this final batch of animations I will begin assembling a final version of the Animated Penis version of LPK (tentatively renaming it to be "Lovers Animated Penis Framework Pack"). It will include the following: 1. All AP ready animations that are or have been in the Lovers Animations Workshop. 2. Lovers AP resource pack and Lovers AP base pack. 3. Lovers Masturbation v2 along with all its animations (AP ready of course). This download will be all in one archive file for easy installation. It will serve as a mini-AIO (all in one) for the lovers framework. What will become obsolete as a result of this: 1. Lovers 11-200 bbb animation pack. This will no longer serve any purpose as all its animations will be included in the new framework plugin. Also all of those animations have now been made AP ready (along with many more adjustments). 2. Lovers Base Pack - this will be included in the framework archive. 3. Lovers Resource Pack - this will be included in the framework archive. 4. Lovers Masturbation 2 - this will be included in the framework archive. Right now I am "considering" reworking the UMID numbering system to "attempt" to make things compatible with older plugins, as well as future ones. I will see how much work this will be and whether I have the motivation to do it once I finish the final animation batch. Cheers, Greg
legit1337 Posted September 7, 2013 Posted September 7, 2013 @greg I too have been busy, with school + Rome 2. Offtopic: Very disappointed actually... The game clearly had so much potential, but imo was released a good 6 months too early. The horrible optimization, graphics bugs, and unfinished UI are bad enough, but some of the design changes are poorly executed, and some are just frankly baffling. Why no family trees, they have been in every TW game ever (except empire and napoleon where they wouldn't make sense)? General system is dumb imo, with pokemon style tradeable retainers. (I will say that the province/settlement system is brilliant though). Not to mention the balance is terrible: legionaires cut down anything that moves, phalanxes don't work properly, cavalry is underpowered, dedicated navies are essentially useless because of inferior stats compared to army unit transport ships and because of their long repair times. The AI is barely functional. I've always considered myself a decent tactician, but when I'm taking cities when outnumbered by the defenders 2 to 1 and only suffering 64 casualties out of 2000, while the enemy army of 4000 was killed to a man... (true story) something is wrong there. Throw on top of that a "meh" soundtrack, and mediocre voiceovers and you just have a mess. I've uninstalled for now and will pick it back up again in a few months to see where the game is at. In the meantime, I've discovered a lovely little game called 'Distant Worlds: Shadows' to keep me occupied in my offtime and give me my strategy game fix.
gregathit Posted September 7, 2013 Author Posted September 7, 2013 As I am more of a "battles" guy and generally always use non phalanx factions, Rome 2 is pretty much ok with me. I did install Radious's unit fix which alters unit speeds (no more 5 minute battles), moral - most units fight damn near to death, altered back & side attack damages and so on. It brings back strategy to the game. All in all, this is more or less a typical release for CA, and it should not shock or surprise any long time fans. They (CA) have never figured out how to do much more than give folks the framework and then modders take over from there. Give modders 6 months to fix it and Rome 2 will the best game of the series. The base framework is there, it just needs heavy tweaking. But enough about that. Making some decent progress on the final animations batch.
bytion Posted September 8, 2013 Posted September 8, 2013 I have always liked the interior of the Anvil Mystery House. Time to put it to even better use. http://www.naughtymachinima.com/video/8169/sofasession #3sofa_session ready for public testing! works fine on my end, but u seem to put textures in the wrong place.
gregathit Posted September 8, 2013 Author Posted September 8, 2013 Bytion is correct. The correct texture path in nifskope should be: textures\AnvilMisteryHouse\Furniture\ Right now it is: textures\
bytion Posted September 8, 2013 Posted September 8, 2013 well, I don't know if the texture itself mess up or I did something wrong, but after I correct the path, the pillow texture is way to bright, is there any way to fix that in nifskope?
gregathit Posted September 8, 2013 Author Posted September 8, 2013 Did you also alter the file path for the pillows? You can try clicking on the Emissive Color and change all three values to "zero". That should darken it a bit.
bytion Posted September 8, 2013 Posted September 8, 2013 Did you also alter the file path for the pillows? You can try clicking on the Emissive Color and change all three values to "zero". That should darken it a bit. yes, I did change the both change emissive color didn't fix the problem, the pillow's textures seems reflex light too much, texture itself is ok with out lights, just the side with lights on is too bright.
kasimir Posted September 8, 2013 Posted September 8, 2013 Did you also alter the file path for the pillows? You can try clicking on the Emissive Color and change all three values to "zero". That should darken it a bit. yes, I did change the both change emissive color didn't fix the problem, the pillow's textures seems reflex light too much, texture itself is ok with out lights, just the side with lights on is too bright. Texture work, emissive colors etc are completely beyond me, so I didn´t change anything there. I´ve also noticed the pillows sort of "flashing up" when the stage changes. If someone feels like correcting that, go ahead.
gregathit Posted September 8, 2013 Author Posted September 8, 2013 Ok guys and gals, try this version of Kasimir's Sofa Sex animation: Kasimir Sofa Sex Animation - Revised.7z I fixed the texture paths in the Idle Objects meshes and also darkened the pillows emissive color pallet to match the sofa. I also fixed the ini file to use the animated penis mesh. @Kasimir - make certain that you are setting a beginning frame and an ending frame on ALL penis bones (including the penis root). If you don't do this, then when people switch from a previous animation that has the cock bent or at some odd angle it will carry over to your animation since you have nothing to over ride it. I only say this as the blend files you include don't seem to have any frame settings for penis01, penis02, penis04 and penis05 bones. Penis01 and Penis02 change in almost every animation so that is not good to ignore them. Same thing goes for any other bones you want in a certain position. You don't need more than a beginning frame and ending frame to "lock" them to where ever you want them. Without that however, they are vulnerable. Additionally you had the wrong setting on the chinupo in your ini file. You had set xLoversPkrQuest.chinupo to 2 which is the "downward" dick position from the old style meshes. What you needed to use is set xLoversPkrQuest.chinupo to 3 which is the weighted normal tool (or "animated penis"). Other than those few little things, that is a freaking awesome animation! Keep up the great work. I am excited to see what you will dream up next!
kasimir Posted September 8, 2013 Posted September 8, 2013 Ok guys and gals, try this version of Kasimir's Sofa Sex animation: Kasimir Sofa Sex Animation - Revised.7z I fixed the texture paths in the Idle Objects meshes and also darkened the pillows emissive color pallet to match the sofa. I also fixed the ini file to use the animated penis mesh. @Kasimir - make certain that you are setting a beginning frame and an ending frame on ALL penis bones (including the penis root). If you don't do this, then when people switch from a previous animation that has the cock bent or at some odd angle it will carry over to your animation since you have nothing to over ride it. I only say this as the blend files you include don't seem to have any frame settings for penis01, penis02, penis04 and penis05 bones. Penis01 and Penis02 change in almost every animation so that is not good to ignore them. Same thing goes for any other bones you want in a certain position. You don't need more than a beginning frame and ending frame to "lock" them to where ever you want them. Without that however, they are vulnerable. Additionally you had the wrong setting on the chinupo in your ini file. You had set xLoversPkrQuest.chinupo to 2 which is the "downward" dick position from the old style meshes. What you needed to use is set xLoversPkrQuest.chinupo to 3 which is the weighted normal tool (or "animated penis"). Other than those few little things, that is a freaking awesome animation! Keep up the great work. I am excited to see what you will dream up next! That´s because those anims are primarily creaed to work in my game, as I have a lot of different settings in my .ini etc... Concerning the override of bone positions, that´s an interesting input, good to know. No idea how the pillows got messed up, thanks for correcting. Currently I´m working on an animated vagina, errr...actually I´m just extending labrats awesome approaches here: http://www.loverslab.com/topic/1381-invoking-and-tweaking-animations/ You might want to secure this by moving it to the tutorial section so it doesn´t get lost over time So far I got everything working, corresponding bones are the "VaginaLips" of our default lovers skeleton, to ensure compatibility. The downside: I can´t reimport my animations back into Blender, so I also can´t add this feature to them atm Upon importing, it gives me a python script error, which is totally unspecified, no actual error message.
gregathit Posted September 8, 2013 Author Posted September 8, 2013 The "animated" pussy is indeed interesting. Unfortunately, I won't bother with it, as it would require me to redo every single defensive animation (4 stages of each) for the 1-200 animations set. That is approximately 800 kf files to load into blender, tweak and then export. I personally just don't have the desire to to this. It has taken every bit of willpower I posses to spend the last 9 months working on those animations as it is. I am just too burnt out to mess with them much futher. If someone else wants to step in and tweak the animations to use an animated vagina, I have no issue at all with them doing so. I also noticed that the animations won't import back into blender. I tried to do so to double check your sofa animations but kept getting the script error as well. I'll ask Gerra6 to take a look to see if he can offer any aid.
D_ManXX2 Posted September 8, 2013 Posted September 8, 2013 I think the bigger the animation is the less stable the import script becomes and will crap error's most of the time. May not even be a blender problem but the nifscript itself. Also heavy use of bake constrain script will make it it even more obvious the the import will fail. Saving your blend file before exporting is really the only way to safe trouble later on.
gregathit Posted September 8, 2013 Author Posted September 8, 2013 I think the bigger the animation is the less stable the import script becomes and will crap error's most of the time. May not even be a blender problem but the nifscript itself. Also heavy use of bake constrain script will make it it even more obvious the the import will fail. Saving your blend file before exporting is really the only way to safe trouble later on. That makes perfect sense and may indeed be the root cause. Unfortunately that means some animations won't ever be "fixable" due to those that use 3dsmax instead of blender.
kasimir Posted September 8, 2013 Posted September 8, 2013 I think the bigger the animation is the less stable the import script becomes and will crap error's most of the time. May not even be a blender problem but the nifscript itself. Also heavy use of bake constrain script will make it it even more obvious the the import will fail. Saving your blend file before exporting is really the only way to safe trouble later on. I can´t make use of that, since they are created with an IK armature, and the pussy bones are not present there... If you have any ideas, I saved some .blend files there prior to exporting. If all else fails, I´ll try to do it with max, reimporting there is no problem. But then again, last time I loaded to animations into max at the same time, I got that problem I´ve often talked about here, where the actors wouldn´t move after exporting again...so far, I can only have one animation loaded into max and export safely.
D_ManXX2 Posted September 8, 2013 Posted September 8, 2013 then i think i know what the problem is. when you created those bones did you also modify the txt files in blender before exporting ?? you have two things FullNames and BoneExMat if you add new bones you also need to add them to either txt files. if they are not present when export it it will not be able to reimport the animation later. At least i think that is what you mean ??
kasimir Posted September 9, 2013 Posted September 9, 2013 then i think i know what the problem is. when you created those bones did you also modify the txt files in blender before exporting ?? you have two things FullNames and BoneExMat if you add new bones you also need to add them to either txt files. if they are not present when export it it will not be able to reimport the animation later. At least i think that is what you mean ?? Nope you misunderstand me here. I have not yet done anything with the new pussy. The bones I used are already present in our default lovers skeleton. All I did was succesfully linking the vertices to these 2 bones. Looks good, very convincing. My problem: I can´t reimport my animations into Blender, therefor I can´t add the new feature to them. Can someone confirm this theory? An animation created under use of the bake constraint script gives trouble when reimporting?
TDA Posted September 9, 2013 Posted September 9, 2013 Just use (for re-import) vanilla skeletonbeast (3DSMAX and Blender) - It sometimes helps
kasimir Posted September 9, 2013 Posted September 9, 2013 Just use (for re-import) vanilla skeletonbeast (3DSMAX and Blender) - It sometimes helps But would I not lose the majority of my animation that way? Everything concerning the animated penis, bbb etc.
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