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Posted

@grumpf

 

Lol my bad... Perhaps the lovers anim copied yours!

 

this one: http://www.naughtymachinima.com/video/8027/claudia-s-little-secret-gold-edition-pos56

 

Grumpf released that one to me and I then took it and further revised it to work with the lovers system.

 

 

I made quite a few changes, like putting the penis into the "hole" from the get go, rather than doing as Grumpf did with the between the legs 1st stage.  I did this mainly because the LAPF dick\futa meshes are about half the size of the massive slongs that Sir Grumpf has going in CLS.   :P

 

With the smaller slongs it didn't look right so I tweaked things.  I also messed around with the BBB and I think I removed the defensive dick animation.  It didn't look all that great with the smaller slongs.

Posted

Woot!

 

Got it working.

 

Here's a sample Blend file with the results.

 

Now...who wants to test this revision of Pose Converter?  Let me know and I'll send you the update package.

 

What's new in the next revision of Pose Converter:

 

Pose Converter now has the ability to convert Oblivion anim text keys into facial animations and display them in real time for your animations. (requires a mesh with the appropriate shapekeys and weightpainting. A head mesh with the appropriate modifications is included in the sample blend file.)

This, combined with Pose Converter's ability to add facial animation text keys allows you to preview any combination of expressions for your animations.

 

 

Anim_BB_test.blend1.blend.7z

Posted

 

@grumpf

 

Lol my bad... Perhaps the lovers anim copied yours!

 

this one: http://www.naughtymachinima.com/video/8027/claudia-s-little-secret-gold-edition-pos56

 

Grumpf released that one to me and I then took it and further revised it to work with the lovers system.

 

 

I made quite a few changes, like putting the penis into the "hole" from the get go, rather than doing as Grumpf did with the between the legs 1st stage.  I did this mainly because the LAPF dick\futa meshes are about half the size of the massive slongs that Sir Grumpf has going in CLS.   :P

 

With the smaller slongs it didn't look right so I tweaked things.  I also messed around with the BBB and I think I removed the defensive dick animation.  It didn't look all that great with the smaller slongs.

 

 

Ah ok, I'd still like the original .kfs if grumpf is willing.

Posted

OK, the attached Blend file contains a head, eyes, mouth, tongue, upper and lower teeth, all with shapekeys, UV wrapped, and rigged so that you can use them to test facial expressions with any animations in Blender and get a fairly good idea of how the expressions work with your animations.

 

It's loaded with a test animation that shows some of the facial animation blending that is possible.

 

I'd like to bug-test the updated Pose Converter tool a bit more before giving it a public release.  Please PM me or ask here if you would like to test the updated Pose Converter complete. (which will allow you to dynamically change the facial expressions in the blend file)

shapeKeysTest.7z

Posted

OK, the attached Blend file contains a head, eyes, mouth, tongue, upper and lower teeth, all with shapekeys, UV wrapped, and rigged so that you can use them to test facial expressions with any animations in Blender and get a fairly good idea of how the expressions work with your animations.

 

It's loaded with a test animation that shows some of the facial animation blending that is possible.

 

I'd like to bug-test the updated Pose Converter tool a bit more before giving it a public release.  Please PM me or ask here if you would like to test the updated Pose Converter complete.

works.at least in Blender ...

 

(How to change the settings and facial animation? I change numeric values​​, but no response ...)

 

You would have thrown your folder with Blender, because my Blender does not export animations with text tags ...

Posted

The sample blend file shows the results of using the latest Pose Converter Beta, which I won't publicly release without a bit more testing first.

 

I'd be happy to send you the script if you would like to test it.

 

The Anim text keys will be exported as a text field in a kf if you use niftools to export an Oblivion animation. When the animation is loaded in Oblivion, those text keys are used as instructions to activate shapekeysm which allows animators to integrate facial expressions into their animations.

 

The beta of Pose converter includes a feature that will interpret those anim text keys within Oblivion and add the appropriate facial animations to any meshes that have appropriate shapekeys. The intention is to allow animators to view animated facial expressions in Blender exactly as they would appear in Oblivion.

Posted

Also, I misplaced my blender stuff.  Does anyone have a premade animation ready skeleton + HGEC (preferably F-Cup) body for importing?  I used to have one, but cbf remembering how to set it up.  

Posted

Also, I misplaced my blender stuff.  Does anyone have a premade animation ready skeleton + HGEC (preferably F-Cup) body for importing?  I used to have one, but cbf remembering how to set it up.  

 

 

The animating skeleton is in the OP of this thread.

Sample bodies can be found in post 1 here:  http://www.loverslab.com/topic/11501-lovers-animations-workshop-old-one/?p=255682

 

Import the bodies in and then import the skeleton in and start animating.

Or you can grab one of the animation blend files here and delete the keyframes and make your own:  http://www.loverslab.com/topic/17765-blend-files-for-oblivion-lpk-animations/

Posted

The sample blend file shows the results of using the latest Pose Converter Beta, which I won't publicly release without a bit more testing first.

 

I'd be happy to send you the script if you would like to test it.

 

The Anim text keys will be exported as a text field in a kf if you use niftools to export an Oblivion animation. When the animation is loaded in Oblivion, those text keys are used as instructions to activate shapekeysm which allows animators to integrate facial expressions into their animations.

 

The beta of Pose converter includes a feature that will interpret those anim text keys within Oblivion and add the appropriate facial animations to any meshes that have appropriate shapekeys. The intention is to allow animators to view animated facial expressions in Blender exactly as they would appear in Oblivion.

To me (or my) blender produces an error when exporting,

if there is  facial animation tag or even tags. It is normally exports only common (skeletal) animation.

Posted

This weekend was quite productive.

 

 

Unfortunately, naughtymachinima is giving me some trouble, but I´ve included a short video in the package.

Have fun

Good one, just make sure to set

 

set xLoversPkrQuest.chinupo to 3

 

in the .ini file :)

 

PS - I don't know if anyone here is taking requests, but theres an animation idea I've been setting on for a few months and I was wondering if anyone would be interested in it.

 

I was thinking that using the French Chair/sofa mesh from this mod http://www.nexusmods.com/oblivion/mods/19384

 

The female would by lying down on the sofa with the male lying on top of her while she draped her upper-body over the armrest and looked down at the floor.

Posted

fixed. somethings always missing  :angel:

 

 

That sofa of yours looks suitable for different ideas, good find, and thats an interesting "starting position" you have in mind...however, I´m out of doggy-style ideas for now.

If you can provide some gifs/videos with unsual stuff, I might look into it.

Posted

fixed. somethings always missing  :angel:

 

 

That sofa of yours looks suitable for different ideas, good find, and thats an interesting "starting position" you have in mind...however, I´m out of doggy-style ideas for now.

If you can provide some gifs/videos with unsual stuff, I might look into it.

Well, there seems to be some more unusual positions here

 

http://www.cosmopolitan.com/sex-love/positions/head-over-heels-sex-position

 

There's a whole range of different stuff, some could be used for the sofa like this one 

 

http://www.cosmopolitan.com/sex-love/positions/lap-dance-sex-position

 

these non-furniture animations looks particularly unusual

 

http://www.cosmopolitan.com/sex-love/positions/thigh-master-sex-position

http://www.cosmopolitan.co.uk/love-sex/karma-sutra/twirl-a-girl-78263

http://www.cosmopolitan.co.uk/love-sex/karma-sutra/arc-de-triomph-78208

http://www.cosmopolitan.com/sex-love/positions/the-pinwheel-sex-position

 

 

 

Posted

 

To me (or my) blender produces an error when exporting,

if there is  facial animation tag or even tags. It is normally exports only common (skeletal) animation.

 

 

They're standard Oblivion kf text keys, and are preserved when nifscripts exports them to a .kf, so I don't know what to tell you.

 

Note, the text keys won't export for non-Oblivion animations, nor will the export if you don't use nifscripts to do the export.

 

On the other hand, the visible facial expressions animation within Blender are keyframes in one or more shapekey IPOs.  Each shapekey keyframe is specific to each mesh with the appropriately named shapekeys.

 

However, *if* there are animation file formats that export shapekey IPO's and keyframes in addition to armature bone IPO's and keyframes, then the facial expressions will export with those (assuming that they export both the meshes and the armatures).  I don't really know much about the various methods to export animations for various animation programs, so I honestly don't know if there are any current methods to export shapekey IPO's and have them be usable.

 

Just out of curiosity TDA, what file format are you exporting the animation to, and what script are you using to do it?

Posted

 

 

To me (or my) blender produces an error when exporting,

if there is  facial animation tag or even tags. It is normally exports only common (skeletal) animation.

 

 

They're standard Oblivion kf text keys, and are preserved when nifscripts exports them to a .kf, so I don't know what to tell you.

 

Note, the text keys won't export for non-Oblivion animations, nor will the export if you don't use nifscripts to do the export.

 

On the other hand, the visible facial expressions animation within Blender are keyframes in one or more shapekey IPOs.  Each shapekey keyframe is specific to each mesh with the appropriately named shapekeys.

 

However, *if* there are animation file formats that export shapekey IPO's and keyframes in addition to armature bone IPO's and keyframes, then the facial expressions will export with those (assuming that they export both the meshes and the armatures).  I don't really know much about the various methods to export animations for various animation programs, so I honestly don't know if there are any current methods to export shapekey IPO's and have them be usable.

 

Just out of curiosity TDA, what file format are you exporting the animation to, and what script are you using to do it?

 

Oblivion kf course.

1'm telling you, if there is no tag, it normally   exported and works fine in the game. (Export_nifskope --add specialidle, loop_sequense_save).

If, for example i add even a tag Blend:30, it is also an error while exporting ....

 

This assembly for Blender I downloaded from some Japanese site. Assembly from the nexus(standalone) have crooked imports - after importing the skeleton is set wrong.

Posted

 

Oblivion kf course.

1'm telling you, if there is no tag, it normally   exported and works fine in the game. (Export_nifskope --add specialidle, loop_sequense_save).

If, for example i add even a tag Blend:30, it is also an error while exporting ....

 

This assembly for Blender I downloaded from some Japanese site. Assembly from the nexus(standalone) have crooked imports - after importing the skeleton is set wrong.

 

 

Thanks for the update.  Weird.

 

I'll test it out when I get the chance.  I wonder if there is some weird difference between our nifscripts.  I'm using a version of 2.58 that I modified myself (2.59 is the latest version, but I incorporated the updates into my custom version), but I don't remember touching the animation export segment.  Would you be willing to send me a copy of your nifscripts package so that I can chase down this error.

 

I'm currently testing and developing an update to my UV copy tool and the lattice generator.  Once I'm satisfied with those, I'll see what I can figure out with the Pose Converter facial expressions export.

Posted

 

 

Oblivion kf course.

1'm telling you, if there is no tag, it normally   exported and works fine in the game. (Export_nifskope --add specialidle, loop_sequense_save).

If, for example i add even a tag Blend:30, it is also an error while exporting ....

 

This assembly for Blender I downloaded from some Japanese site. Assembly from the nexus(standalone) have crooked imports - after importing the skeleton is set wrong.

 

 

Thanks for the update.  Weird.

 

I'll test it out when I get the chance.  I wonder if there is some weird difference between our nifscripts.  I'm using a version of 2.58 that I modified myself (2.59 is the latest version, but I incorporated the updates into my custom version), but I don't remember touching the animation export segment.  Would you be willing to send me a copy of your nifscripts package so that I can chase down this error.

 

I'm currently testing and developing an update to my UV copy tool and the lattice generator.  Once I'm satisfied with those, I'll see what I can figure out with the Pose Converter facial expressions export.

 

Only there is a complete mess.I do not know what is responsible for what.

http://www.sendspace.com/file/btnf14

Posted

if he is using the one from japanese wiki then that is older blender. TDA needs the one from nexus with all in one download. that is the latest build not 2.48 witch he is using i think.he needs 2.49b all in one.

Posted

if he is using the one from japanese wiki then that is older blender. TDA needs the one from nexus with all in one download. that is the latest build not 2.48 witch he is using i think.he needs 2.49b all in one.

 

This is the latest standalone version:  http://www.nexusmods.com/oblivion/mods/42755/?

 

It is what I did the human animations overhaul with and what I am using for the creatures animations overhaul.

Posted

Hi guys.

I'd like to use some of the sweet mods that you guys made, but with all the different files needed, compatibility issues etc. I don't know where to start.

Specifically, I'd like the mods that include the stuff I've seen in vids by Grumpf on NaughtyMachinima, the idle animations etc, the whole futa thing...

 

Since I've just reïnstalled oblivion, I don't have any other mods/files complicating things yet. So my question was...

Can anyone tell me which files I need to download to get this awesome stuff to work, starting from scratch?

 

Thanks a bunch

 

*I've seen some people looking for an old futa mod (wearable cawks), I have a copy of it, in case my wish requires a sacrifice :D

Posted

For Grumpf's stuff you need to install CLS (claudia's little secret).  It has its own subforum under Oblivion.

 

The LAPF has most of the sex animations and does include a smaller futa cock already.  The LAPF is in the downloads section.

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