gregathit Posted June 30, 2013 Author Posted June 30, 2013 The bound animation is included in one of the updates for the Animated Penis Resource Pack. The other two animations can be found in post 4 and are by TDA: http://www.loverslab.com/topic/11501-lovers-animations-workshop-old-one/
gregathit Posted June 30, 2013 Author Posted June 30, 2013 Animation 62 has no furniture-object in it. Yes, as a matter of fact it does. Animation 62 can be found in Animations Update 4 for Group 1, in the Animated Penis Resource Pack download: http://www.loverslab.com/files/file/185-lovers-animated-penis-resource-pack/
gregathit Posted June 30, 2013 Author Posted June 30, 2013 Work is officially underway on Group 2 and here is a reworked 03 cumming stage: http://www.naughtymachinima.com/video/7768/Oblivion-LPK-animation Not going to spend too much time on 03 and 05 as they are in fairly good shape already. One thing that "should" help is a number of offensive animations are VERY similar. I am going to try using one as a base with all the housekeeping stuff already done and then make the adjustments for arm placement and such for each particular animation to give a bit of variety. That should make for a faster turn around on about 10 or so animations.
fejeena Posted June 30, 2013 Posted June 30, 2013 Only once a note. I just talked to someone about animations and the problem that a lot of (old) Anis have no animated tail. So in many animations the tail interferes with sex, especially during sex from behind the tail stings through the body.So I just wanted to remind if you work all the animations you can also fix the tail problem. I have not tried the new animations, if you have already considered the tail problem forget this post.
gregathit Posted June 30, 2013 Author Posted June 30, 2013 Only once a note. I just talked to someone about animations and the problem that a lot of (old) Anis have no animated tail. So in many animations the tail interferes with sex, especially during sex from behind the tail stings through the body. So I just wanted to remind if you work all the animations you can also fix the tail problem. I have not tried the new animations, if you have already considered the tail problem forget this post. I have fixed the tails AND the wings on every animation I have updated to date. The only thing I have not fixed is swords\torches as that is pretty much impossible. All of the "from behind" (group 1) animations are done already and can be obtained from the Animated Penis Resource Pack download thread. And WHAT is the BLASPHEMY of you NOT trying the animations YET?????? I'm working my ass off over here and you are ignoring me?????? :lol: :lol: :lol:
legit1337 Posted June 30, 2013 Posted June 30, 2013 @greg Are you going to move the group 0 pack to the actual download thread? Also, I said this a long time ago but decided to shut up about it until you actually got to the missionary anims. The first stage of anim 05 was really bad, can you see what you can do to improve it? Cheers, and keep up the amazing pace you have going .
TDA Posted June 30, 2013 Posted June 30, 2013 so short ... By the way how to make the IK chain in the blender?
gregathit Posted June 30, 2013 Author Posted June 30, 2013 I guess I never saw what was so "bad" about stage 1, but yes, I am going to go over each animation as I progress through group 2. Not sure what the result will be but 05 is next after I finish 03 so....... Speaking of 03: stage 1: http://www.naughtymachinima.com/video/7769/Oblivion-LPK-animation Edit: stage 2: http://www.naughtymachinima.com/video/7770/Oblivion-LPK-animation Edit 2: 05 reworked stage 1: http://www.naughtymachinima.com/video/7771/Oblivion-LPK-animation Did I do any better?????? TDA, there isn't a simple answer on constraints and I certainly can't help. There was a bunch of talk about constraints here if that helps: http://www.loverslab.com/topic/17806-blender-animation-constraints-question/?do=findComment&comment=407391 D_ManXX2 knows as much about constraints as anyone left on the forum, since Donkey is no longer here. NOTE: ThatOne finished your requested animation Kashmir and it can be found in post 2. It is B4 and AP ready. I tried to PM you but your PM's are disabled. Cheers, Greg
legit1337 Posted July 1, 2013 Posted July 1, 2013 @greg Yes. Your new phase 1 for anim 05 looks way better than the old one. Problem: In the resource thread, anim 92 phases 2 and 3 for offender are still the old versions, they have no bounce. You said in post #9 of this thread that you fixed it...
gregathit Posted July 1, 2013 Author Posted July 1, 2013 Actually, I did fix it, blender is the one that didn't...... When I exported the two stages it zeroed out the bone priority for the OP1 and OP2 bones. The bounce was there, but since it had no priority to run, it didn't. This doesn't happen often and I never have figured out why or what triggers it. Just one of those odd quirks you get stung with every once in a while. I corrected the priority with nifskope and uploaded a revised pack containing the fixed animations. Good catch.
legit1337 Posted July 1, 2013 Posted July 1, 2013 @greg Thanks. I want to contribute, and reviewing everything meticulously and triple checking everything is pretty much the only way I can. As always, your willingness to listen to me gripe is appreciated
gregathit Posted July 1, 2013 Author Posted July 1, 2013 Nice TDA! 108 stage 0: http://www.naughtymachinima.com/video/7775/Oblivion-LPK-animation 108 stage 1: http://www.naughtymachinima.com/video/7776/Oblivion-LPK-animation 108 stage 2: http://www.naughtymachinima.com/video/7777/Oblivion-LPK-animation 108 stage 3 is very similar to stage 0 and is twice as fast. On to 109.... (will come back to this one....skipped to 111 and 112 as they are similar and I can use the offensive side to "cheat" a bit. 111 stage 1: http://www.naughtymachinima.com/video/7778/Oblivion-LPK-animation I did move the defenders hands as I had terrible clipping with HGEC H-cup. I don't know if DMRA had clipping or not on the bbb version. Ok, decisions time...... A. BBB pack 110 (DS 20.1) is pretty much like bbb pack 112 (DS 22.1) so I am thinking of dumping 110 altogether and putting DS 127 in its place. I don't know who did DS 127. Was it TDA???? B. In animation 111 (DS 21.1) and 112 (DS 22.1) the orgasm stage is exactly the same for the offense, straddling and cumming on the defenders chest\face. Do you want to keep this on both, just on one or do away with both altogether. I don't have any preference either way and it won't add or save time, no matter what is decided.
legit1337 Posted July 2, 2013 Posted July 2, 2013 @greg My vote is... A. That is up to you. B. Keep it for one anim and do something different with the other. Similar animations are something to move away from.
TDA Posted July 2, 2013 Posted July 2, 2013 A. BBB pack 110 (DS 20.1) is pretty much like bbb pack 112 (DS 22.1) so I am thinking of dumping 110 altogether and putting DS 127 in its place. I don't know who did DS 127. Was it TDA???? DS 127? How it looks like?
gregathit Posted July 2, 2013 Author Posted July 2, 2013 animate 127 ? No. That is not animation 127 from the DS. This is animation 127 from the DS:
TDA Posted July 2, 2013 Posted July 2, 2013 No, no.I do not make such * twisted* animations, because I have the actors in the consciousness , (They will start creepy to twist the head), if do not set a particular way the bones. animate 127 ? No. That is not animation 127 from the DS. This is animation 127 from the DS: 127.jpg
gregathit Posted July 2, 2013 Author Posted July 2, 2013 @greg 127 from the DS is one of northern's. Well that was going to be my next guess.... I think it is a great substitute for the bbb pack 110 (DS 20.1) slot. 110 looks just too similar to several others to bother with. Still working on 111. Just finished stage 2. Some of these (DS21.1 and DS22.1) animations are the same in 3 or 4 of the stages with only a speed variant. I am changing that. Now the change(s) won't be huge, but rather subtle shifts of a leg(s), arm(s) or torso to make it look a tiny bit more varied and a touch more life like. I don't want to get carried away for two reasons....1. Then it becomes a new animation and a knock off at that (and was probably someones favorite the way it was), 2. It eats up too much time on my end. Subtle changes are fairly easy.....provided I don't get animation block trying to come up with them...... Example 111 (DS 21.1) reworked: Stage 1: http://www.naughtymachinima.com/video/7778/Oblivion-LPK-animation Stage 2: http://www.naughtymachinima.com/video/7782/Oblivion-LPK-animation Stage 3: http://www.naughtymachinima.com/video/7783/Oblivion-LPK-animation For the orgasm stage I think I'll have the male pull out and just jerk it where he is, rather than jumping up to her stomach like the original.
ger4 Posted July 2, 2013 Posted July 2, 2013 @greg 127 from the DS is one of northern's. Well that was going to be my next guess.... I think it is a great substitute for the bbb pack 110 (DS 20.1) slot. 110 looks just too similar to several others to bother with. Still working on 111. Just finished stage 2. Some of these (DS21.1 and DS22.1) animations are the same in 3 or 4 of the stages with only a speed variant. I am changing that. Now the change(s) won't be huge, but rather subtle shifts of a leg(s), arm(s) or torso to make it look a tiny bit more varied and a touch more life like. I don't want to get carried away for two reasons....1. Then it becomes a new animation and a knock off at that (and was probably someones favorite the way it was), 2. It eats up too much time on my end. Subtle changes are fairly easy.....provided I don't get animation block trying to come up with them...... Example 111 (DS 21.1) reworked: Stage 1: http://www.naughtymachinima.com/video/7778/Oblivion-LPK-animation Stage 2: http://www.naughtymachinima.com/video/7782/Oblivion-LPK-animation Stage 3: http://www.naughtymachinima.com/video/7783/Oblivion-LPK-animation For the orgasm stage I think I'll have the male pull out and just jerk it where he is, rather than jumping up to her stomach like the original. Reworked 111 looks fine, it just looks a little slow on stages 2 and 3. Cheers
gregathit Posted July 2, 2013 Author Posted July 2, 2013 Reworked 111 looks fine, it just looks a little slow on stages 2 and 3. Cheers Ah.....I should have mentioned......that is just blender which defaults to a particular speed for display. In game the speed ramps up with each stage, so no worries there. 111 Cumming stage: http://www.naughtymachinima.com/video/7786/Oblivion-LPK-animation 112 stage 1: http://www.naughtymachinima.com/video/7792/Oblivion-LPK-animation 112 stage 2: http://www.naughtymachinima.com/video/7793/Oblivion-LPK-animation 112 stage 3: http://www.naughtymachinima.com/video/7794/Oblivion-LPK-animation 112 stage 0: http://www.naughtymachinima.com/video/7795/Oblivion-LPK-animation I might have gotten in over my head (and a bit carried away) on the 112 stage 0 (cumming) animation. I have my fingers crossed the offenders hands aren't real shaky in game. In blender they look OK, but sometimes that isn't a good indication of anything.
TDA Posted July 3, 2013 Posted July 3, 2013 Tongue's test http://video.fc2.com/ru/a/content/20130704TaXkZLpX/
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