ger4 Posted January 25, 2014 Posted January 25, 2014  Ok, I'm trying to create a static pose. When I export it form blender, it shows up in-game like I expect, but for some reason my characters body still 'drifts/bobs' from side to side slightly, all the other static poses I have examined are completely static. Could someone take a look at my file? Thankyou. bound.zip http://www.sendspace.com/file/5vjwlq  Thanks,  for some reason though, the character doesn't remain static, they the seem to jig even more with the new version.
ger4 Posted January 26, 2014 Posted January 26, 2014 Ok, here's something I've been working on for a couple of days. Its a version of the GSB milker resource that has a pose included. Find the original here http://www.loverslab.com/files/file/134-the-gsb-compendium/
ger4 Posted January 29, 2014 Posted January 29, 2014 Finished my first animations, please tell me what you think  Motion 24.zip
TDA Posted January 30, 2014 Posted January 30, 2014 sm21558309 in pair http://www.naughtymachinima.com/video/8907/sm21558309-in-pair-1027frames-only  After 1027 frames engine of the Oblivion does not synchronise a pair animation right... It is a pity.    Â
D_ManXX2 Posted February 1, 2014 Posted February 1, 2014 That explains why big animation are out of sync because the engine has no idea how to handle them. I have noticed this too but it will already start at frame 500 for new Vegas. The animation it self is like 2 to 3 MB big. That is when the problem start.
TDA Posted February 6, 2014 Posted February 6, 2014 Let it be here yet.  full sm21558309 (converted MMD animation ) by stages: http://www.naughtymachinima.com/video/8944/full-sm21558309-by-stages-2-actor-and-some-bath-anim  In animation involved a lot of keys, it is very hard for a computer  requirements (minimum): CPU : 3.6-4.5 GHz  http://www.mediafire.com/download/szxqkwp1u42j3ed/Oblivion_full_sm21558309_by_stages.7z
erc1971 Posted February 10, 2014 Posted February 10, 2014 Finished my first animations, please tell me what you think  Motion 24.zip  I just took a look at it today. I quite like it. It will be added to the Daedra Sutra soon enough.  Eric
D_ManXX2 Posted February 20, 2014 Posted February 20, 2014 i have not built a new rig but just using the fallout rig i made i was able to create oblivion animation by importing the skeleton from oblivion directly into the rig and use the commands like copy rotation on the skeleton and then export it with oblivion file so in theory it should be able to create both fallout and oblivion animation this way. Â Without having to resort to use retarget. from blender mocap tools. Â I am still testing this out if fully works well i will be releasing new animations this way. While still playing with skyrim.
Vaelorian Posted February 26, 2014 Posted February 26, 2014 *** CONCEPT SCRAPED DUE TO LACK OF PUBLIC INTEREST ***
varenne Posted February 26, 2014 Posted February 26, 2014 @ Vaelorian - More tentacle animations are always welcome in my book, especially B4 and those of a biological nature. That said would these be part of NPC or creatures animations? Downside for me is the RA limitation, but probably not for the majority.
Vaelorian Posted February 26, 2014 Posted February 26, 2014 I will provide instructions on how to modify the animation to fit your body of choice within the file, should demand be sufficient. Â The animation is versatile, as the offender isn't really a factor as it currently stands; if the community prefers I animate this with a creature, I can do so, but I will need comments to let me know that (as well as which creature).
varenne Posted February 26, 2014 Posted February 26, 2014 You may want to drop a short post in the Estrus Tentacle thread pointing to this also. That is where members that would enjoy this the most may still lurk.
kasimir Posted February 26, 2014 Posted February 26, 2014 Sounds awesome if you manage to pull it off in a convincing way. I have always wanted to see more LPK action with "static extensions".  RA isn´t my favorite bodytype either, but I´m fine with it. Good luck to your project, I´ll monitor this.
Vaelorian Posted February 27, 2014 Posted February 27, 2014 "Pulling it off" isn't the problem. The problem is interest. Â Thanks for showing interest kasimir and varenne, but I'm afraid I'm going to scrape the concept.
varenne Posted February 27, 2014 Posted February 27, 2014 No worries. As nice as it would have been to see an expanded tentacle set of animations, I'm sure there others that you could work on that would be popular. Â Do a web search on Kama Sutra, and Neotantra, or tantric sex is another good one for ideas, if that is what your goal or need is.
Vaelorian Posted February 28, 2014 Posted February 28, 2014 Posted about this before and people got all angry, so I'll try to keep this as short and inoffensive as I can; the community is offered a specific animation. If it doesn't want the animation then the story ends there.
kasimir Posted February 28, 2014 Posted February 28, 2014 Posted about this before and people got all angry, so I'll try to keep this as short and inoffensive as I can; the community is offered a specific animation. If it doesn't want the animation then the story ends there.  The Oblivion-playing part of the community is shrinking daily. So I doubt you´ll get many responses on whatever you propose here. The majority would obviously like some advanced tentacle action like the one you offered, but don´t expect them to get hyped like folks do in the Skyrim-related topics about animations. It´s rather sad, and that´s the reason why I stopped creating new anims aswell.
ger4 Posted February 28, 2014 Posted February 28, 2014  Posted about this before and people got all angry, so I'll try to keep this as short and inoffensive as I can; the community is offered a specific animation. If it doesn't want the animation then the story ends there.  The Oblivion-playing part of the community is shrinking daily. So I doubt you´ll get many responses on whatever you propose here. The majority would obviously like some advanced tentacle action like the one you offered, but don´t expect them to get hyped like folks do in the Skyrim-related topics about animations. It´s rather sad, and that´s the reason why I stopped creating new anims aswell.  Well, I understand why people play Skyrim, but they don't have to stop playing oblivionÂ
D_ManXX2 Posted March 1, 2014 Posted March 1, 2014 Posted about this before and people got all angry, so I'll try to keep this as short and inoffensive as I can; the community is offered a specific animation. If it doesn't want the animation then the story ends there. Â animation creation is a thankless job. if people would only release new stuff when getting feedback then no one would have released anything on this site. Â just release the file so people can view it ingame and you would get more responses then showing still images then does not show the animation at all how it really looks like. or make a preview gif so we can see how the animation animate.
gregathit Posted March 1, 2014 Author Posted March 1, 2014 animation creation is a thankless job. if people would only release new stuff when getting feedback then no one would have released anything on this site. Â You can say that a million times and still not be enough. Â I spent 9 plus months overhauling animations and creating many new ones to replace those that were too broken to salvage, that doesn't even count the 4 or so months I spent learning how to use blender. Â I have received more criticism than praise and honestly even bundling both together it didn't total much. Â I didn't do it for praise, I did it because I saw a need and wanted to fill it to thank other all the previous LPK modders for all the work they put into this site. Â Modding has to be a self satisfying exercise. Â If it isn't then you are wasting your time because the most thanks that you will get is folks downloading your plugin. Â If that is not enough to keep you happy, then it is probably best to move on. Â Â On a somewhat related note I am "slowly" working on incorporating the recent animations that folks have done into an update for the LAPF. Â While I "think" I have all of the animations that have been released lately, please either post in this thread or PM me anything you want to make the next update. Â Please post or send me the kf files, and nif files needed (if you have objects in your animation) along with their textures, and an ini file. Â You don't need to put them into the folder formats, just jumbled into one 7z or zip file is fine. Â I most likely will end up changing the animations numbering anyway to fill in the blank spots that exist in the LAPF. Â No ETA on when the update will occur but I "can" tell you that it will be simultaneous with a new esp that will have some scripting updates to camera's from the AWESOMELY TALENTED WappyOne. Â The esp update is currently in beta with a select few testing the crap out of it to hunt down any bugs. Â Be sure to thank WappyOne as he has kicked ass and taken names with all the scripting (and other stuff) he has been doing for MANY different plugins that are on the site.
Vaelorian Posted March 2, 2014 Posted March 2, 2014  just release the file so people can view it ingame and you would get more responses then showing still images then does not show the animation at all how it really looks like. or make a preview gif so we can see how the animation animate.  Not trying to make assumptions or anything but... Did you notice I said it was a concept?
TDA Posted March 2, 2014 Posted March 2, 2014 Hello,  Some sport animation for Lovers :  http://www.nexusmods.com/oblivion/mods/44853/?
myuhinny Posted March 2, 2014 Posted March 2, 2014 I agree there are not that many tentacle animations out there and the more the merrier in my book other then estrus furotrap and the tentacle monster that is about it for tentacles. Out of all of the monsters I think I use the tentacle monster the most.
D_ManXX2 Posted March 13, 2014 Posted March 13, 2014 I started building a rig for oblivion. but i discover a major bug in the meshes, it seem that no matter what penis mesh i use none of them seem to be correctly weightpainted and was wondering if there even is a correctly penis for oblivion like new Vegas ??    OblivionRigAlmostFinished.7z  I got some new blender symbols from blender wiki that makes controlling a rig easier since you can now see what point you are facing in game. like for Bip01 the big point point forward in game also Bip01NonAccum point away from Bip01 so in game you are facing backwards if you rotate the Bip01NonAccum the same as Bip01 it will be forward.  So far the only thing still left is the major part like fingers and breast. But once that is done the rig is finished.    So it seem to be just as easy to control as the new Vegas counterpart. But it will be easier to manage due to i moved all rig bones and important oblivion bones to different layers. And kept bones like ik, Bip01, Bip01NonAccum pelvis and spine to the same layer. all other bones will be invisible but are still controlled in the background. Also i detached Spine from pelvis so you can animate it separately like pelvis like in new Vegas.  This will allow you to make easy hip movements by only animate the pelvis, oblivion forces you t animate pelvis but the spine will move at the same time now you can move the pelvis left while the spine stays in place till you decide to move it too. Bip01NonAccum will control both pelvis and spine at the same time.
Vaelorian Posted March 13, 2014 Posted March 13, 2014 To the best of my knowledge, the closest to "weight-painted correctly" that currently exists for Oblivion is the mesh provided with the AP framework.
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