gregathit Posted September 20, 2015 Author Posted September 20, 2015 Looking Great! What are you using to generate the gif files? That is damn cool! I'm having to use Fraps and then Handbrake (to cut the files size down) and then post to naughty machinima.
D_ManXX2 Posted September 21, 2015 Posted September 21, 2015 I use blender renderer to generate the jpeg files: Then use this site: http://gifmaker.me/ To build the gifs with jpg files.
TDA Posted September 26, 2015 Posted September 26, 2015 Bump: output_RgMkam.gif with the legs of a woman - a good idea ...
D_ManXX2 Posted September 27, 2015 Posted September 27, 2015 Gradually speed up animation without making it look out of place. New CowGirl W.I.P Stage 1:
D_ManXX2 Posted October 2, 2015 Posted October 2, 2015 New Doggy Style: Animations Files: D_ManXX2_DoggyStyle_X12_Replacer_Animation.7z
SweetLittleSister Posted October 2, 2015 Posted October 2, 2015 While you're there, I think the "Disgraced" body in the "SetBody Reloaded" HGEC collection needs a little work on its orgasm / afterglow hip rotation.
gregathit Posted October 2, 2015 Author Posted October 2, 2015 While you're there, I think the "Disgraced" body in the "SetBody Reloaded" HGEC collection needs a little work on its orgasm / afterglow hip rotation. 2015-10-02_00001.jpg2015-10-02_00002.jpg2015-10-02_00003.jpg2015-10-02_00004.jpg2015-10-02_00005.jpg2015-10-02_00006.jpg That has nothing to do with animations. It is a body and skeleton problem. Please report issues like this in the Setbody Reloaded thread.
SweetLittleSister Posted October 3, 2015 Posted October 3, 2015 1) if the search function was working well, I could find that thread and post this there. 2) it's *only* happening then. The body works fine the rest of the time. It just rotates the hips far too far in *that* animation. That's partly "max rotation" being set far too high, and partly the animation getting carried away.
D_ManXX2 Posted October 3, 2015 Posted October 3, 2015 it is not an animation problem but a badly weighted mesh it should still be reported in the other thread: Setbody Reloaded thread. http://www.loverslab.com/topic/13908-gerra-and-movomos-setbody-reloaded-141/page-1 Not sure how you searched but i got that in 2 seconds.
gregathit Posted October 3, 2015 Author Posted October 3, 2015 1) if the search function was working well, I could find that thread and post this there. 2) it's *only* happening then. The body works fine the rest of the time. It just rotates the hips far too far in *that* animation. That's partly "max rotation" being set far too high, and partly the animation getting carried away. Google search with "issue/mod name" + "loverslab" works quite well and will likely always beat any onsite search function just due to the caching ability of google verses a single site server. It is all I personally use. There is no "max" or "min" rotation and thus no way to set it too high or too low. It is simply a weighting function of that body as D_ManXX2 has stated. Nothing we can or should do one way or another with the animation. Not trying to criticize you or anything, just pointing out that it isn't an animation function. I've seen the exact same thing with DR5 and DR6 and certain bodies. Edit: One "possible" thing it "could" be, is that the reset animation that you have may be missing the butt check bones and thus those may not be resetting. That is what you are looking at, the butt checks caved in or wonky. Check that you haven't messed with your skeletons as well. I'll check the LAPF reset animations to make sure they have incorporated the butt bones.
D_ManXX2 Posted October 16, 2015 Posted October 16, 2015 I am looking for more testers for this: This is just a extemely small part of the animation itself. i could not make it bigger then this: It currently an animation replacer for 02 doggy style, Due to the magnatude of the animation itself i am unable to show a preview let just say it is really big even for my standaards. So far after testing i have not really seen any out of sync like i have been previously see under the fallout system. So this is a multiple animation stages during a single stage. and speeds up accordingly. If this is an success more advanced animations are possible with even something like blending between animation actions so you can actually see seemless mending 2 different animation happening this is not included into this one yet. i need to see first how the oblivion system works when an animation plays with over 3500 frames. Or if my pc is even able to export. D_ManXX2_DoggyStyle_Big_Experiment_Animation_Files.7z before i forget you may need to turn off autostages in order to see the full animation play or it will skip certain part before even getting to that part of the animation just switch to different stage manually and see if the animation ultimately turn out of sync. I think people have reported big animation will out of sync the animation but so far only fallout was doing this for me oblivion so far has not been doing the out of sync when creating bigger animations.
TDA Posted October 16, 2015 Posted October 16, 2015 some new animation - Only for one couple (LPK System)... https://www.dropbox.com/s/fifo6hvak1oikt8/forF4.7z?dl=0
D_ManXX2 Posted January 6, 2016 Posted January 6, 2016 Wow what happened to my other posts.. ? Anyway small bump what i been working apart from playing fallout 4. After many trial and error i found an aeasy way to manipulate multiple actions withing NLA editor this will allow you to have full controll of the entire actions and combining several actions and even make them blend to look like full animation instead of several small actions etc. Due to this your animation will look no longer static. you can control each bone with separeta action to make the animation come fully alive.
myuhinny Posted January 6, 2016 Posted January 6, 2016 @D_ManXX2 Were your other posts that are missing posted during November? If so then they were on the old site and were lost when the site reverted back to before the site update.
D_ManXX2 Posted January 6, 2016 Posted January 6, 2016 Yes i think so. i believe there where many. guess i will have to start over don't remember i even did any animation during that time will have too look that up.
D_ManXX2 Posted January 11, 2016 Posted January 11, 2016 W.I.P Soon: Female side: Male Side: Stage 2:
TDA Posted January 11, 2016 Posted January 11, 2016 W.I.P Soon: Female side: Female1.gif Female 2.gif Male Side: Male 1.gif Male 2.gif this is for Oblivion or Faloout?
D_ManXX2 Posted January 11, 2016 Posted January 11, 2016 The animation above is for oblivion my fallout animation looks different.
D_ManXX2 Posted January 16, 2016 Posted January 16, 2016 Ok here are 2 new animations i hope you like them: Animated gif: New style 1: New style 2: Animation files: Doggy Style new style 1: D_ManXX2_NewStyle1.7z Doggy Style new style 2: D_ManXX2_NewStyle2.7z
D_ManXX2 Posted January 25, 2016 Posted January 25, 2016 Here are 2 new once i hope you like them while i get better at the functionality of the new rig: SC: Gif: Animation File New style 3: D_ManXX2_NewStyle3.7z SC: Gif: Animation File New Style 4: D_ManXX2_NewStyle4.7z New faster W.I.P: Stage 1: Stage 2: Stage 3: Stage 4: Animations File: D_ManXX2_NewStyle5.7z Stage 1: Stage 2: Stage 3: Stage 4: Animation File: D_ManXX2_NewStyle6.7z
D_ManXX2 Posted January 28, 2016 Posted January 28, 2016 New Style W.I.P Missionary: New Style Missionary 1: Stage 1: Stage 2: Stage 3: Stage 4: Animation File: Missionary New Style 1: D_ManXX2_New_Style_Missionary 1.7z New Style Missionary 2: Stage 1: Stage 2: Stage 3: Stage 4: Animation File: Missionary New Style 2: D_ManXX2_New_Style_Missionary 2.7z New Style Missionary 3: Stage 1: Stage 2: Stage 3: Stage 4: Animation File: Missionary New Style 3: D_ManXX2_New_Style_Missionary 3.7z
ger4 Posted January 28, 2016 Posted January 28, 2016 Comming soon W.I.P Missionary: New Style Missionary 1: Stage 1: Stage 1.gif Stage 2: Stage 2.gif Stage 3: Stage 3.gif Stage 4: Stage 4.gif Animation File: Missionary New Style 1: D_ManXX2_New_Style_Missionary 1.7z New Style Missionary 2: Stage 1: Stage 1.gif Stage 2: Stage 3: Stage 4: Animation File: Missionary New Style 2: D_ManXX2_New_Style_Missionary 2.7z New Style Missionary 3: Stage 1: Stage 2: Stage 3: Stage 4: Animation File: Missionary New Style 3: D_ManXX2_New_Style_Missionary 3.7z Thanks D_ManXX2, its good to have some new animations to play with :)I haven't animated in a while, but a good animation rig for oblivion which be much appreciated.The results you've gotten from yours look really good.
D_ManXX2 Posted January 28, 2016 Posted January 28, 2016 Thanks D_ManXX2, its good to have some new animations to play with I haven't animated in a while, but a good animation rig for oblivion which be much appreciated. The results you've gotten from yours look really good. Thanks, i wasn't expecting the oblivion rig to even be able to handle the above. I am still using the acient blender 2.49b, But it does require some getting used to using blender. right now i am animating oblivion, Fallout. Skyrim. And hopefully when the tools comes fallout 4.
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