Nusbie Posted July 18, 2013 Posted July 18, 2013 Can someone send me a .blend file with 2 skeletons in it that works? I can't get this new skeleton to animate ingame, and when I do, it aligns all wrong.
gregathit Posted July 18, 2013 Author Posted July 18, 2013 Nusbie, I'll make one for you. It won't be until tonight however.
gregathit Posted July 19, 2013 Author Posted July 19, 2013 Can someone send me a .blend file with 2 skeletons in it that works? I can't get this new skeleton to animate ingame, and when I do, it aligns all wrong. Sorry took so long. Had a long day at work. Here are the files you requested. Check the readme.txt for details. Animating files.7z
Northern Posted July 19, 2013 Posted July 19, 2013 Hello folks, It is nice to see this project running like a well "oiled" ( ) machine. What are the current tasks? The animed penis has been updated, or we are using the old version? Off: Sorry for being away, i've cursed by an MMO named Guild Wars 2. Hell, some of the animations in that game are creeps me out. And are official
gregathit Posted July 19, 2013 Author Posted July 19, 2013 Hello folks, It is nice to see this project running like a well "oiled" ( ) machine. What are the current tasks? The animed penis has been updated, or we are using the old version? Off: Sorry for being away, i've cursed by an MMO named Guild Wars 2. Hell, some of the animations in that game are creeps me out. And are official Hey Northern, Good to see you! The animated penis current version is in the AP Lovers Resource Pack: http://www.loverslab.com/files/file/185-lovers-animated-penis-resource-pack/ NOTE: The futa meshes have been overhauled as well and the current version is also in the resource pack. Currently I am wrapping up group 2 (have 2 animations to finish) and then I will be moving to group 4 soon (the final group to make animated penis ready). You are more than welcome to tackle reworking anything in group 4 that strikes your fancy or you can create a new animation. I do have an animation started (just a 1 frame pose setup) that you could finish if you wanted. It has the female (defender) tied to posts with the male (offender) banging her from behind. I can post a screenie if you are interested.
gregathit Posted July 22, 2013 Author Posted July 22, 2013 Quick update: I took a break to translate and bug hunt on a couple of Lovers plugins and will be back on the job animating now. Should have group 2 finished out in the next couple of days. 127 - stage 1: http://www.naughtymachinima.com/video/7911/Oblivion-LPK-animation 127 - stage 2: http://www.naughtymachinima.com/video/7912/final-stage I am "attempting" to integrate a rope for the bound hands in this animation. It is my first attempt to do this from scratch. Keep your fingers crossed that I can pull it off.
bytion Posted July 22, 2013 Posted July 22, 2013 Hello folks, It is nice to see this project running like a well "oiled" ( ) machine. What are the current tasks? The animed penis has been updated, or we are using the old version? Off: Sorry for being away, i've cursed by an MMO named Guild Wars 2. Hell, some of the animations in that game are creeps me out. And are official Guild Wars isn't famous for its animations, and Guild Wars 2, I don't know why there are people still playing it.....
gregathit Posted July 23, 2013 Author Posted July 23, 2013 Ok, wrapping up the final animation in group 2 with blender now. I'll be doing the housekeeping with Nifskope and then playtesting. If there are no issues I'll probably bang out a test pack late this evening and move to group 4 tomorrow. Welp, no issues that I could find so releasing for you guys to kick the tires on. Updated part 2 is now in the OP and includes the following: 116 - added bbb to offender 1st run at 109, 110, 126, 127, 128, 129 That finishes out group 2. I'll be moving to group 4 now. Cheers, Greg
ger4 Posted July 23, 2013 Posted July 23, 2013 Ok, the restraints in animation 127 are purple (they are missing their texture) and in the first stage of animation 123, there is some clipping with the left thumb (from the male POV) of the male into the breast of the DMRA standard upperbody. Otherwise I couldn't find any issues
gregathit Posted July 23, 2013 Author Posted July 23, 2013 Ok, the restraints in animation 127 are purple (they are missing their texture) and in the first stage of animation 123, there is some clipping with the left thumb (from the male POV) of the male into the breast of the DMRA standard upperbody. Otherwise I couldn't find any issues Whoops. I meant to add those and just forgot. Grab update 2 again as the textures are now in it.
legit1337 Posted July 24, 2013 Posted July 24, 2013 @greg The restraints in 127 still don't show up even after I installed the textures. Also, I would like to say that the defender's feet in 128 in phases 2 and 3 look really unnatural and would like to see them made a little straighter. No other complaints.
gregathit Posted July 24, 2013 Author Posted July 24, 2013 Not sure why your restraints aren't showing up. Try starting a new game to see if that helps. The restraints are what that animation always was missing. I do agree with you on the 128 legs. I'll probably change them, but it won't be anytime soon. Aside from fixing bugs or things like that, I am going to move on to group 4 and tackle the MB solo animations at the same time. I think it is pretty important to get this major portion of the overhaul done now that we are this close so that I can work on updating the remaining plugins that are still in my queue, as well as starting the creature mesh and animations updates. Thanks for testing!!!
legit1337 Posted July 24, 2013 Posted July 24, 2013 @greg Thanks for all of your work on this greg. I have a wishlist of tweaks to the current anims that maybe you could look at when all of this is done and finished. Until then, I am eagerly awaiting the mb2 anims... For the group 4 anims, do you plan to alter them and make them better like you did with the other 3 groups, or just slap on BBB?
D_ManXX2 Posted July 24, 2013 Posted July 24, 2013 I don't remember the posts but someone asked a question if it was possible to create animations with one npc tracking the other. Found the post it was this one: http://www.loverslab.com/topic/16247-anim-tech-does-oblivion-support-anchoring-joints/?do=findComment&comment=364787 It was not possible. Till now, it is possible and was always possible. HandsTrackTo.7z The above was for new vegas this is oblivion: OblivionBlenderHandTrack.7z Let say you wanted to create an animation where the female grabs her breast you just move the hands into position and fingers so it does not clip with the breast, and with hand selected you add constrains like track to or locked track insert the correct object name like for me it was puppet1.001 and make the left hand target left breast. So now when you move or rotate the left breast it the hand will also rotate according to the breast. So with this it is possible to have the male placed the hands on the female hips so when you move the female around the male hands will also move and track to the female hips accordingly. So with this it will be even easier to create new types of animations without have to constantly realign the hands because you moved the female around. Even if the fingers somehow clip with the female body it will be easier to adjust it now so no animations ever clip again. And also this should make it easier to make it compatible with people using bigger or smaller breast types.
gregathit Posted July 24, 2013 Author Posted July 24, 2013 @greg For the group 4 anims, do you plan to alter them and make them better like you did with the other 3 groups, or just slap on BBB? Depends. Some will get altered like the tit grab ones so they work with DMRA\HGEC Hcup, same thing with tit jobs. Others will just get bbb and animated penis adjustments. Bottom line I am looking to do away completely with the 11-200 bbb animations pack and include the animations all within the AP Resource pack as one download. This will make it easy for folks to install. Since the animations depend on one using the customized growlf skelly and the AP meshes it makes sense to bundle it all together. @D_ManXX2 - sounds pretty neat. I wish like hell I had the time to spend learning constraints. Unfortunately I just don't have the time (or motivation) to spare for it.
gregathit Posted July 24, 2013 Author Posted July 24, 2013 Started group 4 today. 153 stage 1: http://www.naughtymachinima.com/video/7921/Oblivion-LPK-animation 154 stage 0: http://www.naughtymachinima.com/video/7924/Oblivion-LPK-animation
parzysty Posted July 25, 2013 Posted July 25, 2013 Started group 4 today. 153 stage 1: http://www.naughtymachinima.com/video/7921/Oblivion-LPK-animation 154 stage 0: http://www.naughtymachinima.com/video/7924/Oblivion-LPK-animation I'm not sure about the 154 animation. No penis engaged in sexual encounter would bend like that while not being touched by anything. I also have a question, is the penis gonna fit in receiver's mouth or nothing has changed in that department?
gregathit Posted July 26, 2013 Author Posted July 26, 2013 There are facial expressions included in the animation but I don't know how well they will work. I am not that up to speed on manipulating those. 154 is a bit "over the top" but since we don't have ejaculation emitters that is the best I can do to simulate cumming.
yosyoy Posted July 26, 2013 Posted July 26, 2013 Is Northern planning to add all the new AP animations to the Daedra Sutra and remove the duplicate animations?
gregathit Posted July 26, 2013 Author Posted July 26, 2013 Is Northern planning to add all the new AP animations to the Daedra Sutra and remove the duplicate animations? Northern is an animator. He doesn't have anything to do with the DS. I am slowly adding AP to the animations he has released as I progress through the overhaul. Erc1971 is the individual that assembled the DS. Yes, he will eventually add the AP animations to it once I am done with the overhaul. In the current version of the DS most of the duplicates are already removed. If you mean will he delete the old animations in favor of the AP ones, then no. That would be silly as it would prohibit those who do not wish to use the AP system for whatever reason. -------------------------------------------- Edit: I changed animation 157 around (DS 19). Since we had no other 69 animations this one seemed perfect for it. Here is how it is turning out: Stage 1: http://www.naughtymachinima.com/video/7928/Oblivion-LPK-animation Stage 2: http://www.naughtymachinima.com/video/7929/Oblivion-LPK-animation Stage 3: http://www.naughtymachinima.com/video/7933/Oblivion-LPK-animation Stage 0: http://www.naughtymachinima.com/video/7932/Oblivion-LPK-animation
legit1337 Posted July 27, 2013 Posted July 27, 2013 @greg Sorry to disrupt your work greg but I have discovered a bug with one of the missionary anims. 112, has a glitch with the offender skeleton at the end of the cumming phase. Also, for your future BJ anims, it should be possible to make the defender go down deep on the offender's penis, because you can bend it so it will not clip through the defender's head.
ger4 Posted July 27, 2013 Posted July 27, 2013 @greg Sorry to disrupt your work greg but I have discovered a bug with one of the missionary anims. 112, has a glitch with the offender skeleton at the end of the cumming phase. Also, for your future BJ anims, it should be possible to make the defender go down deep on the offender's penis, because you can bend it so it will not clip through the defender's head. I agree that the cock should go in deeper on the bj animations. 157 could benefit from having the go go progressively deeper on stages 2 and 3, the animation itself is absolutely fantastic, I've been wanting a 69 for ages, but having the cock pushed progressivley deeper into the mouth of the defender would just add even more 'spice'
gregathit Posted July 27, 2013 Author Posted July 27, 2013 As I talked about before, the cock can bend, but it can't bend enough to go down a small 90 angled neck. It just comes out terrible or clips. There is one animation (174 I think) that the head\neck is the right angle and will allow for deep throating. The others it is just too difficult to go in further than the back of the head. Sorry. I'd be glad to post the blend files and let you play with them if you like. @Legit1337 - I just play tested 112 with a long cumming stage (19seconds) so it would repeat multiple times and I could not find any skeleton glitches. Sorry. I wonder if it was just a fluke on your end.
legit1337 Posted July 27, 2013 Posted July 27, 2013 @greg Gotcha for the first issue. For the 112 glitch I swear it is there. It sometimes doesn't show up, but about 1/3 of the time the skeleton spazzes out for a split second at the end of the animation. Try reloading and testing a few times, I can upload a video if you wish.
gregathit Posted July 27, 2013 Author Posted July 27, 2013 I'll try again if you like, but in my previous testing, as well as the 2 tests I did today (one for the default 6 or so seconds progression and one for an extended 19 seconds - it repeated about 4 times), I could not find anything at all strange. Minor update\heads up: I am working on the two Northern BJ animations (186 and 188) right now. I already have completed 153, 154, 156, 157 (and 06 from before). That will leave just three more (162, 165, 174) and that will cover all the BJ animations. At that point I'll issue an alpha for testing. Shooting for sometime late Monday. I am breaking things down into small groups to keep on top of things: Fingering: 14, 164, 168 Rug Munch: 159, 170, 180 Breast Play: 95, 169, 171 Hand Job: 155, 158, 177, 187 Footsie: 175 Tit Fuck: 160, 163, 172, 173, 176, 183, 184 (Note: none of the above numbers are DS numbers. They are the 11-200 bbb animation pack numbers). I'll probably release each little group as I finish them and then combine all of them into one update (update 8) to cover all of group 4. At that point I'll bundle all AP animations into the AP resource pack so that folks only have to install one thing. The 11-200 bbb animations pack will then go the way of the dodo bird (become extinct for those that are not familiar with that expression), as there is no point to having it around anymore. I am also thinking about removing Lovers Resource pack v3 as well. Again, there is no point to it since the AP Resource pack will take its place. Can anyone think of a valid reason to keep either the v3 resource pack or the old 11-200 bbb animations around? Additionally, once I finish this last group then erc1971 will be adding them to the DS.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now