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ZaZ Animation Pack (ZAP)


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12 hours ago, Popek4321 said:

Thanks for the time anyway, i uninstalled it, used fnis and reinstalled using fnis and amazingly it worked but not for every item so good for that too. Thanks again for your attention.
:)

 

Not really possible-in that case you have something inside of your installation, which is harming the ZAP functions/offsets.

All offset-assets have to work....properly and without any compromises.

 

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Boots-Boots-Boots....colors-colors-colors....speciale and extreme colored-versions and normal "leathered" & simple latex-surfaced-versions-the normal versions have texture-digital-aliasing-issures, which I will solve in a next step...corset now is also in brown available,

Fantasy Corset in basic different colors with a better NORMAL-mesh....all textures now OVERHAULED.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Edited by t.ara
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12 hours ago, EinarrTheRed said:

 

Leave it to you to make burlap look good! ??

yesss-and it was not hard: I used to test a gimp "fill" texture which came near to what I tried to do and then I layered it simply over the whole texture for this asset, used a standard alpha, - by deleting the background between the mosaics....the result is really very cool. And quite suiting well with skyrim.

Sooner or later I´ll find the software, how they made all the clothing stuff ...That´s can not imagine it was photoshop and no other modernsubstance-painter-they used another older tool for that, I believe.

 

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...(..)something like this I made on LL my first cloth mod

 

 

 

-this new one is extremly hard to make work perfect with Bodyslide and it is not ready-but I need to offer this one as a classic nice evergreen-skyrim-dress-it will come with different textures....4 different white textures, one black and some different colors....everything with a fine vanilla alpha setting....

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Edited by t.ara
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Some few different additional textures...beside white...oh I forgot to add "black"-without "black" it ´s not possible!

(the other colors I´ll optimize tomorrow-only black now is ready)

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Edited by t.ara
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Trying to make different cloth again work with each other.

Some results and combinations are really pretty interesting, I guess.

Different assets suddenly get a "nice-new-meaning", when mixed up together-this has in between my serious attention.

I also believe that you will enjoy that too, very soon:-))

 

Special regards for all my regulary visitors...:-)))

 

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Edited by t.ara
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NEW:

the zapDressSupertightXXL

(made in the way of the supertight corset-now as a mini-dress.

I hope you will like that, too:-)

Heeled Boots can be widely combined with LOT of stuff!

 

 

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Edited by t.ara
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Another thing that concerns me about ZAP is that there are lot of old furnitures where the victim just stands still with breath animation at most. Recent v8+/v9 updates brought a lot of new furnitures with cool struggling animations (and I hope this tradition continues with v10), but would it be possible to update some old ones with more motion? Really adds to the scenery feel of it.

 

And a small request - round/square versions of these ropes without wood part as a static object without collision, (rope01 and rope03 textures variants each). So we could put them on any in-game pillar with positioner and allow more interesting layouts

ropes.png

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On 8/10/2023 at 7:12 PM, Armp4 said:

Another thing that concerns me about ZAP is that there are lot of old furnitures where the victim just stands still with breath animation at most. Recent v8+/v9 updates brought a lot of new furnitures with cool struggling animations (and I hope this tradition continues with v10), but would it be possible to update some old ones with more motion? Really adds to the scenery feel of it.

 

And a small request - round/square versions of these ropes without wood part as a static object without collision, (rope01 and rope03 textures variants each). So we could put them on any in-game pillar with positioner and allow more interesting layouts

ropes.png

The problem about the rope-objects to put those onto different poles, pillars is sadly not possible.

This depends on the size and different sizes of endless different poles in the game. Making a furniture marker is no problem, there are endless animations with suiting script allowing to use the furniture at EVERY place of the game-but this rope-assets simply can´t be suiting to the different pillars/poles and whatever.  Some furnitures in between have the advantage to work also for heels, means the heights of the rope is working without and with wheels. The quest-creators can take advance of such furnitures and build those into their mod....you then also can decide, which assets are being weared: you can equip all sorts of cloth, heels and so on-or you can un-equip the heels while the furniture is used. You can also use that function with the standard furnitures, as long you make their copy and add the equip-script to them. EASY and fast, you have new places with furnitures, which work intelligent. It´s also possible to make ZAP all furnitures to become workable like this by adding the script onto them and unequip the heels. Possible.

But this rope mesh is simply ONLY bound to a specific furniture-statical-mesh at all. I do not see another way with this.

 

In the beginning of my work I also had to learn about animation-creation. So the first stuff is "more a pose", and not struggling.

Too much struggling can be anoying, too fast struggling: same!...

I prefer slower animations which are more decent and which are not recognizable to quickly that it is made as loop. It´s a mix of pose and little struggling-this is ideal and is not becoming BORING, imo.

And the latest stuff is simply my best stuff.

For using ZAP´s advantages, I only can recommend to USE Creation Kit. Positioners may harm the safe-game-status and seem to me no serious editing also depending on new stuff without a change of navmesh and so on.....

 

Furnitures, which come with this assets (rope-statically) should always become copied with CK and then you can CHOOSE textures also for the rope, if wanted. You can also choose leather instead of three different textures, which seems to be a rope04/05 texture-template. This I only used on wrist-rope to get not too much variations for all the stuff. A third party mod can prepare the original stuff always to become a COPY and then the new textures can be used with ease as well. YOu can simply copy the rope-assets and make them all "leather", then-NO PROBLEM, easy and quite fast. Your mod will appear with an asset-listing with the new additional stuff from ZAP with the alternative textures.

 

 

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1 hour ago, t.ara said:

The problem about the rope-objects to put those onto different poles, pillars is sadly not possible.

Maybe you misread my intentions, I mean this is the vanilla static rope from some mine (ID 455D2). And it's round, see? I'd like to have similar ZAP alternative (without the hanging parts), and a sqare-shaped version too. That's what I meant, same static object but with your rope textures. The previous pic was only for reference, no furniture connection is required.

 

You already have this static rope (ID xx3EEA46), which I use a lot. And the square rope to the left from it is perfect representation of what I need. Just a bit more static variety, I like building temporary scenes during playthrough which won't carry over to next new game. And I know that for permanent stuff I'd need CK, just thought of some small things you could add

Rope 455d2.png

Static Rope 3aea46.png

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1 hour ago, Armp4 said:

Maybe you misread my intentions, I mean this is the vanilla static rope from some mine (ID 455D2). And it's round, see? I'd like to have similar ZAP alternative (without the hanging parts), and a sqare-shaped version too. That's what I meant, same static object but with your rope textures. The previous pic was only for reference, no furniture connection is required.

 

You already have this static rope (ID xx3EEA46), which I use a lot. And the square rope to the left from it is perfect representation of what I need. Just a bit more static variety, I like building temporary scenes during playthrough which won't carry over to next new game. And I know that for permanent stuff I'd need CK, just thought of some small things you could add

Rope 455d2.png

Static Rope 3aea46.png

I try to add a rope-collection for differnt existing poles and pillar´s diameters, hanging addons, touch-sensitive (physic-havok-stuff)...but this needs a little time because I need to add a serious game-compatible physics to it-smp is only working on skeletons, not as a statically hanging asset.

I know that the bethesda-rope-(mine) -collection is for bdsm-deco quite a blame of shame to use. But their texture is the rope03 of zap. I used that vanilla texture-more better, compared with the old both zap-ones.

My actual rope is the best one imo: (but that needs a serious direction-UV-mapping...if you create rope you can ONLY do that by a more complexer technique-you need boned preparations, splines, called. By using those you can virtually let rope do what you like, create serious knots and put it into every wanted direction without LOOSING the uv-map-which is very important when it comes to exactly a BETTER ROPE:-))) LOL

 

Pics show the creations, which are really more better looking...I suggest to do stuff with this texture and technique for some nice new sets of rope:

 

 

 

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...a really cool thing about hanging assets is a fact, which I found by myself when it came to "statical animated" objects: if you have a rope hanging from the ceiling or over a pole somehow, it´s very easy to let that rope swing...without stop it can move without further code or for additional stress for the engine. This has bever been used by bethesda, but it is VERY, VERY easy to go with the gamebryo-files, as long this assets keep to stay / have a standard hard-box-collision or NO collision all alone....some examples are swinging around inside of the old testzone of ZAP 8 and around inside of the zap-castle as furnitures as well. By this way you can also animate objects easily, which are inside of furnitures or activators or are of any other sort of the creation-engine´s content. By that way it is possible also to animate the pointers of a clock without any codeline....without any wish to have a real-time-lock to the game.

Overriding the moveable sign-plates during touching, I could not reach so far. Air-movement only has been simulated by trees so far...and in most games it looks a little UNNATURAL-it´s settings mostly come too extreme/expressive-imo. The ZAP trees move little smoother in compare. But: with a third party mod their copies can be set to any desired animation-level as well.

(maybe this is once in future inspiring somebody to take advance of this features)

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