D_ManXX2 Posted March 27, 2015 Posted March 27, 2015 Sorry for the longabsence. But work and pc not working right was keeping me away from releasing new stuff: old post updated: http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/page-46?do=findComment&comment=1095173 here is a clip in game: Replaces animation nr 02 but you could rename it to anything else as long as the animation is doggy style. Clip: D_ManXX2_OB_DoggyStyle_1_In-Game.7z
D_ManXX2 Posted March 28, 2015 Posted March 28, 2015 How about more teasing push ?? D_ManXX2_NV_TeasingPush_Sex_1_Blender.7z This way you can make more fluent motion.
D_ManXX2 Posted March 28, 2015 Posted March 28, 2015 Gregathit thanks for the tip, bsa redirection seem to have fixed my crashes: After not playing this game for so long seem to have some how ressetted the bsa archive i had on my pc. D_ManXX2_OB_DoggyStyle_InGame.7z
gregathit Posted March 28, 2015 Author Posted March 28, 2015 Animations are looking awesome as usual!!! I'm pretty covered up right now with work (damn pesky job), but hopefully in mid to late April I can work on adding all the new animations from all sources into the LAPF base pack. I'll make a patch with just the animations as well for those that have customized their LAPF install and don't want those customization's to be lost. Hopefully I can finish the bound chair blow job and the bondage post from behind animations and throw those in as well.
TDA Posted March 29, 2015 Posted March 29, 2015 I wanted to make something sweet ... http://www.naughtymachinima.com/video/11886/onani-game
D_ManXX2 Posted April 3, 2015 Posted April 3, 2015 How about more acrobatic for oblivion ?? D_ManXX2_NV_DoggyStyle_Acrobattic_Blender.7z Right now i am tweaking both my fallout rigs and oblivion rigs to blend seamlessly when animating with 1 rig. So far the results are remarkable. Apart from being able to recyle old work and make use of blend within blender there is a possible way to make them both look more realistic at the same time. the only thing still needs fixing seem to be the manual weighting on some of the body parts.
ger4 Posted April 4, 2015 Posted April 4, 2015 How about more acrobatic for oblivion ?? D_ManXX2_NV_DoggyStyle_Acrobattic_Blender_1.jpgD_ManXX2_NV_DoggyStyle_Acrobattic_Blender_2.jpgD_ManXX2_NV_DoggyStyle_Acrobattic_Blender_3.jpgD_ManXX2_NV_DoggyStyle_Acrobattic_Blender_4.jpg D_ManXX2_NV_DoggyStyle_Acrobattic_Blender.7z Right now i am tweaking both my fallout rigs and oblivion rigs to blend seamlessly when animating with 1 rig. So far the results are remarkable. Apart from being able to recyle old work and make use of blend within blender there is a possible way to make them both look more realistic at the same time. the only thing still needs fixing seem to be the manual weighting on some of the body parts. Could you share your rig when it's finished? I've been meaning to do some more animating for Oblivion for a while. Cheers
D_ManXX2 Posted April 4, 2015 Posted April 4, 2015 If i do it won't be for long time. i still have allot of work to do. and too little time to complete it. Manually weighting is not stuff i enjoy doing since it will zap allot of time. And those automated weighting was not working right. D_ManXX2_NV_Simple_Walk_Style.7z
D_ManXX2 Posted April 17, 2015 Posted April 17, 2015 I need help reweighting the penis mesh for oblivion: D_ManXX2_OB_NeedBetter_PenisWeight_Blender.7z I could do this part but i have not enough time to actually weight meshes mmanually since this zaps allot of times and automated scripts by gerra was not working right for this purpose.
movomo Posted April 17, 2015 Posted April 17, 2015 Have you tried the dick mesh from setbody? (the one on my sig) Though, I wonder what's good on it if the animation uses a different dick mesh than LAPF package.
D_ManXX2 Posted April 17, 2015 Posted April 17, 2015 I thought setbody was using the exact one witch was included by grega in LAPF ?? That is the one i use in my rigs. But the bones 3,4,5 is completely wrongly weighted that would deform the mesh in a totally mangled way when animating those 3 bones using IK methods ??
movomo Posted April 17, 2015 Posted April 17, 2015 Uh oh, really? I don't believe it! At least they aren't the same with LAPF. By any chance you were talking about this difference? LAPF one, as\NormalAnimPenis.nif, penis04 Setbody one, penis04
D_ManXX2 Posted April 17, 2015 Posted April 17, 2015 yes that is what is causing the mangled mesh happening when animating the penis bone 4 and 5. This how the bones look in blender for me:
movomo Posted April 17, 2015 Posted April 17, 2015 ok, then, try setbody. Specifically, it can be found in the optional package called lovers joystick. Other dick meshes that are included in the main package are not animated, just pelvis weighted. Still I'm not certain if that animation you're working on would look fine with LAPF? Unless we replace the LAPF penis mesh itself.
gregathit Posted April 18, 2015 Author Posted April 18, 2015 While the weight painting on the LAPF mesh isn't perfect, it has always proved good enough to get things done for me so far. I recommend not using the 4 and 5 bones for anything but a very minor tweak as they do tend to deform quickly. The 1, 2 and 3 bones work well enough to make any curve I have done thus far. I'm not opposed to a fixed mesh for the LAPF, provided that the mesh is married to the bones at exactly the same spot. If it isn't then all of the LAPF animations will be off and that would suck big time.
movomo Posted April 18, 2015 Posted April 18, 2015 Right. And making it *exactly* the same is quite difficult. We've been refusing to fix this issue for that reason. From what I've observed so far, setbody dick works fine in general, but should setbody dick replace the original LAPF dick, we'll have to rework at least 10 or so of offense animations which don't match fine.
gregathit Posted April 18, 2015 Author Posted April 18, 2015 Would it not be easier to just repaint the LAPF mesh? Or would that mess things up?
movomo Posted April 18, 2015 Posted April 18, 2015 Would it not be easier to just repaint the LAPF mesh? If we have to do something about it, yes that would be easier. Err... are you certain that none of the existing LAPF animations uses 4, 5 bones? (at least in the core package) If so then it would be even easier. The main reason I couldn't get it working perfectly was, because it was setbody and I had to care about seams. LAPF dick is not made to be seamless, so I couldn't simply use that one. And so the two meshes are different in the first place. No wonder they don't match perfectly. But... I haven't been very keen on solving this problem so far, because I don't like the penis bones' position anyway. You know.. they aren't even at the dead center. They must be centered first to be perfect. So my take on this matter so far is, don't fix it if it ain't broke.
D_ManXX2 Posted April 18, 2015 Posted April 18, 2015 Actually for rigging purposes and animation creation it needs to be fixed.
kingkong Posted April 19, 2015 Posted April 19, 2015 here is the lapf Dick re weight painted importante ------- did not tested ------- it needs to be tested with lapf to confirme that it does not disturbe position ??? it needs to be tested with animators to confirm taht it is usefull ??? NormalAnimPenis Dick WP ap WIP v 01.nif
D_ManXX2 Posted April 19, 2015 Posted April 19, 2015 Thanks KingKong i will see if this mesh works better with my rig then the old LAPF.
gregathit Posted April 19, 2015 Author Posted April 19, 2015 I had a hard disk fail on me (Thank God I had backed everything up) so I am out of commission while I rebuild my gaming drive. Probably be next weekend before I am up and running and can test the new mesh. As long as it is aligned between skeleton and mesh the same as the LAPF then we are good to go.
Vaelorian Posted May 5, 2015 Posted May 5, 2015 So, I'm making a pose, and whether or not I turn it into a full LAPF animation depends on the amount of interest people here exhibit. The pose in question is a "Girl giving the guy a footjob while they're playing video-games (holding a controller)." If you want to see it, you should very much tell me so, because turning a static pose into four different stages of high-quality animation takes a considerable amount of time and I will not do it unless enough people are interested. Should be noted that the controllers will have no wires.
D_ManXX2 Posted May 5, 2015 Posted May 5, 2015 Sounds complicating. would like to see how it is done for oblivion they could sure use more quality work. I was wondering if you know a more effective use of ipo-curves editor ??? D_ManXX2_NV_Using_IPO_Curves_1_In-Blender.7z With ipo-curves it is still pretty easy to animate but setting up the drivers is real pain to accomplish.
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