legit1337 Posted December 5, 2013 Posted December 5, 2013 @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
gregathit Posted December 6, 2013 Author Posted December 6, 2013 @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. 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.
gerra6 Posted December 6, 2013 Posted December 6, 2013 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
gregathit Posted December 6, 2013 Author Posted December 6, 2013 I'll be happy to test it. I just can't do so until Sunday.
legit1337 Posted December 6, 2013 Posted December 6, 2013 @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. 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.
gerra6 Posted December 6, 2013 Posted December 6, 2013 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
TDA Posted December 6, 2013 Posted December 6, 2013 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 ...
gerra6 Posted December 6, 2013 Posted December 6, 2013 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.
BlackBox Posted December 8, 2013 Posted December 8, 2013 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.
gregathit Posted December 8, 2013 Author Posted December 8, 2013 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/
TDA Posted December 8, 2013 Posted December 8, 2013 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.
kasimir Posted December 8, 2013 Posted December 8, 2013 This weekend was quite productive. Unfortunately, naughtymachinima is giving me some trouble, but I´ve included a short video in the package. Have fun #7table_fun.rar
ger4 Posted December 8, 2013 Posted December 8, 2013 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.
kasimir Posted December 8, 2013 Posted December 8, 2013 fixed. somethings always missing 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.
ger4 Posted December 8, 2013 Posted December 8, 2013 fixed. somethings always missing 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
gerra6 Posted December 8, 2013 Posted December 8, 2013 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?
TDA Posted December 9, 2013 Posted December 9, 2013 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.
gerra6 Posted December 9, 2013 Posted December 9, 2013 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.
TDA Posted December 9, 2013 Posted December 9, 2013 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
gerra6 Posted December 9, 2013 Posted December 9, 2013 Only there is a complete mess.I do not know what is responsible for what. http://www.sendspace.com/file/btnf14 Thanks. I'll see if I can figure out what's going on.
D_ManXX2 Posted December 9, 2013 Posted December 9, 2013 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.
gregathit Posted December 10, 2013 Author Posted December 10, 2013 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.
TDA Posted December 11, 2013 Posted December 11, 2013 some conversion i made for FP or 3DP view and the Lovers animation + correction +improved 0- phase http://www.naughtymachinima.com/video/8638/09-149-fp-3dp:
Schmooley Posted December 15, 2013 Posted December 15, 2013 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
gregathit Posted December 15, 2013 Author Posted December 15, 2013 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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