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Posted (edited)
1 hour ago, spicydoritos said:

Oh interesting, I didn't realize any AAF animations had havok physics enabled. Always something new to learn!

 

Yeah, it's the main reason I ended up switching from OCBPC back to OCBP, too many scenes where hands or other body parts got too close to collision spheres and caused them to go into seizure-inducing spasms when it couldn't calculate a steady position to shift them into.

Edited by vaultbait
Posted
9 hours ago, spicydoritos said:

I didn't realize any AAF animations had havok physics enabled

 

Then you need to try it immediately! I couldn't imagine playing/living without OCBP anymore.

Posted
On 5/18/2024 at 10:10 AM, ookkerpak said:

1.4.1!!!

 

All RZ animations covered so far are:
Anal prone ground rough
BJ couch tender
BJ ground tender
Cowgirl bed/ground/mattress tender
Doggy chair/couch/ground/workbench tender
Missionary ground rough&tender
Prone bed/ground/mattress tender
Rev cowgirl bed/ground/mattress tender
Sex behind chair tehder
Sex desk tender
Sex couch tender
Sex standing ground tender

 

1.4.0 had 13 RZ animations. Now there are 62 of them, including vaginal, anal and FF strap-on versions.

 

The SAM tongue got added to some Atomic, Leito & RZ licking and BJ anims. This is a first, so feedback is welcome (as usual)

I included a modified tongue texture, which is more red than the original. I think it looks better with more vanillaesque ENB/graphics. Someone gave it to me in SAM Discord on request. The maker has deleted his account or something, so I can't ask for permission nor give credit. Let's hope it's not a problem to spread it around.

 

Reuploaded just now. I had left some adjustments out. Should be all good now.

Posted (edited)

hello, is this not compatible with atomic muscle? i'm using atomic muscle with UAP and there's no issue with position adjustment and penis angle, but with this mod the penis angle were messed up, seems the penis angle on most of leito animation aren't aligned correctly, so i'm wondering if that's the issue?

 

 

EDIT: tested with BT and some of leito animations and the penis angle aligned correctly, but still specific anim like powerbomb is still clipping through bodies, i guess atomic muscle body not compatible eh, but i will try with a new game this time.

Edited by Yama666
after test with BT
Posted
3 hours ago, aspirine2 said:

where to get that sweat effect at the screenshots?

thanks in advance

It's some Silky Smooth Skin sweaty or oily overlay on 8K skin texture. Can't remember which. I have sweaty and oily, both light/heavy in my MO2 as four separate mods, so I can change how the skin looks each time the game is loaded.

Posted
1 hour ago, Yama666 said:

hello, is this not compatible with atomic muscle? i'm using atomic muscle with UAP and there's no issue with position adjustment and penis angle, but with this mod the penis angle were messed up, seems the penis angle on most of leito animation aren't aligned correctly, so i'm wondering if that's the issue?

 

 

EDIT: tested with BT and some of leito animations and the penis angle aligned correctly, but still specific anim like powerbomb is still clipping through bodies, i guess atomic muscle body not compatible eh, but i will try with a new game this time.

 

From what I recall, Atomic Muscle switched from using erection morphs to equipping a penis animobject, and relies on patching every animation (in UAP) to make it work.

Posted
2 minutes ago, ookkerpak said:

It's some Silky Smooth Skin sweaty or oily overlay on 8K skin texture. Can't remember which. I have sweaty and oily, both light/heavy in my MO2 as four separate mods, so I can change how the skin looks each time the game is loaded.

 

There's also TrophiHunter's WET Skin and Fireapple's X-SENSUOUS (it has a "sweaty" FOMOD installer option), depending on what you're going for.

Posted
1 hour ago, Yama666 said:

i guess atomic muscle body not compatible eh

Might be the case, I haven't tried it.

UAP shouldn't do anything to my stuff, which is all of the animations with the prefix "SE"

Note that the original Leito anims are still present in your game.

 

Posted

Is it theoretically possible to create a tool in sam that can place actors according to coordinates preset in 3ds? I mean... For example, select an object that will become a conditional 0,0,0, relative to which actors can take preset coordinates. Or select an actor whose coordinates will become the conditional 0,0,0 for the next actor... The huge disadvantage of aaf is that it requires a fair amount of fiddling with xml. Just testing animations in a game requires a lot of side work. havok has annotations for synchronizing animations. If it were possible to quickly auto-arrange, this would solve all the problems.

Posted
17 minutes ago, South8028 said:

Is it theoretically possible to create a tool in sam that can place actors according to coordinates preset in 3ds? I mean... For example, select an object that will become a conditional 0,0,0, relative to which actors can take preset coordinates. Or select an actor whose coordinates will become the conditional 0,0,0 for the next actor... The huge disadvantage of aaf is that it requires a fair amount of fiddling with xml. Just testing animations in a game requires a lot of side work. havok has annotations for synchronizing animations. If it were possible to quickly auto-arrange, this would solve all the problems.

Sounds possible to implement, but I think there is no such feature atm. I don't think SAM would be the tool for that job, since it's made for screenshots. I'm just using it's addon feature to do my thing. Maybe you should ask the SAM author?

 

NAF might also be something worth checking out if you haven't already.

Posted
45 minutes ago, ookkerpak said:

Sounds possible to implement, but I think there is no such feature atm. I don't think SAM would be the tool for that job, since it's made for screenshots. I'm just using it's addon feature to do my thing. Maybe you should ask the SAM author?

 

NAF might also be something worth checking out if you haven't already.

Ummm... SAM is great for everything. Why only screenshots? This seems to be a universal, convenient shell, which already has many useful functions. I installed NAF. As far as I understand, it has something like its own editor. But it uses some kind of its own animation system. I don't need this because I animate in 3ds. Otherwise it's the same aaf. I note that all such tools are made exclusively for the players and do not help the animator in any way. I would like to see at least one test tool appear.

Posted
30 minutes ago, South8028 said:

SAM is great for everything.

Aggreed. If my memory serves me right, it actually has some kind of way to edit .hxk files. Or was it a separate download from the author's discord? Could be the latter. I've never tried it, but maybe that could prove useful for you?

Posted
31 minutes ago, ookkerpak said:

Aggreed. If my memory serves me right, it actually has some kind of way to edit .hxk files. Or was it a separate download from the author's discord? Could be the latter. I've never tried it, but maybe that could prove useful for you?

No. NAF doesn't have an hkx editor... But I don't need to edit hkx. Why should I edit if I can immediately make an animation and export it to hkx? I need a tool to quickly place actors in a game. Nothing more is needed. Even though SAM will not be able to place the actors automatically, I would like to at least have 0,0,0, relative to which you can enter the coordinates of the roots from 3ds. Or another system capable of working with real coordinates.

Posted
6 hours ago, vaultbait said:

 

From what I recall, Atomic Muscle switched from using erection morphs to equipping a penis animobject, and relies on patching every animation (in UAP) to make it work.

 

Yes you're right, i'm aware the nude suit exist in my inventory after sex first time

 

6 hours ago, ookkerpak said:

Might be the case, I haven't tried it.

UAP shouldn't do anything to my stuff, which is all of the animations with the prefix "SE"

Note that the original Leito anims are still present in your game.

 

 

Guess i'm gonna change to BT then, thanks for your work man

Posted
3 hours ago, South8028 said:

No. NAF doesn't have an hkx editor... But I don't need to edit hkx. Why should I edit if I can immediately make an animation and export it to hkx? I need a tool to quickly place actors in a game. Nothing more is needed. Even though SAM will not be able to place the actors automatically, I would like to at least have 0,0,0, relative to which you can enter the coordinates of the roots from 3ds. Or another system capable of working with real coordinates.

If you are referring to the COM node then you should be able to change its coordinates using sam.

Posted
15 hours ago, South8028 said:

NAF doesn't have an hkx editor

Yes, I was trying to refer to SAM. SAM author has made a pose converter, which is available in Maxie's Discord in #pose-and-skeleton-tools. It has the "Adjust HKX" function, which is for animations specifically. This isn't obviously what you're looking for, but just FYI.

Posted (edited)
18 hours ago, lee3310 said:

If you are referring to the COM node then you should be able to change its coordinates using sam.

Well, I don't know exactly how to place the characters in Sam according to 3ds coordinates.The physical location of the animation is determined by Root. Root also determines the location of the actor in world coordinates and even the movement and position of the collision, I mean ragdoll. I want such a tool... I install some invisible object in the workshop, or specifically from the sam menu. He is 0,0,0. I enter the coordinates of the roots from 3ds and rotation angles into the XYZ lines. The roots of the selected actors are located at these coordinates relative to this object 0,0,0.

Edited by South8028
Posted (edited)
3 hours ago, South8028 said:

Well, I don't know exactly how to place the characters in Sam according to 3ds coordinates.The physical location of the animation is determined by Root. Root also determines the location of the actor in world coordinates and even the movement and position of the collision, I mean ragdoll. I want such a tool... I install some invisible object in the workshop, or specifically from the sam menu. He is 0,0,0. I enter the coordinates of the roots from 3ds and rotation angles into the XYZ lines. The roots of the selected actors are located at these coordinates relative to this object 0,0,0.

Changing an object coordinates relative to another game object is doable even with papyrus but will require some complicated math (rotation matrices). I was able to place objects in game relative to player coordinate (x, y, z, r) for exemple. Is that what you want ?

 

Spoiler

image.png

 

Edited by lee3310
Posted
38 minutes ago, lee3310 said:

Changing an object coordinates relative to another game object is doable even with papyrus but will require some complicated math (rotation matrices). I was able to place objects in game relative to player coordinate (x, y, z, r) for exemple. Is that what you want ?

 

  Hide contents

image.png

 

Hmm... I can't say... probably. If I set the root of the first actor in 3ds to 0,0,0, then relative to it I can set the roots of other actors. It should be understood that the rotation of the actor in the game is also carried out relative to the root. If the root is in Diamond City and the rest of the skeleton is in 111, you can rotate all over the map. 😁 This is not as convenient as having an actor-independent 0,0,0, but it will also work. The only question is whether this can be implemented in the game as an interface. Because we were talking about a tool that makes life easier compared to aaf/naf.

Posted
15 hours ago, South8028 said:

Hmm... I can't say... probably. If I set the root of the first actor in 3ds to 0,0,0, then relative to it I can set the roots of other actors. It should be understood that the rotation of the actor in the game is also carried out relative to the root. If the root is in Diamond City and the rest of the skeleton is in 111, you can rotate all over the map. 😁 This is not as convenient as having an actor-independent 0,0,0, but it will also work. The only question is whether this can be implemented in the game as an interface. Because we were talking about a tool that makes life easier compared to aaf/naf.

I never worked with .swf (vector graphics...) your best option is to request such feature from one of the already existing animation mods.

Posted

So I thought, would it be possible to use something similar for animations in Skyrim SE? The game engines of Fallout 4 and Skyrim SE are quite similar.

Posted

PSA: I deleted the adjustment files except for the AAF xmls and textures because it caused my custom penis mesh (non BT3) to break. If anyone else has a broken dick that uses custom penis mesh that isn't using the exact BT3 Weighting I advise you do this as well.

Posted
On 5/21/2024 at 10:20 PM, poblivion said:

So I thought, would it be possible to use something similar for animations in Skyrim SE? The game engines of Fallout 4 and Skyrim SE are quite similar.

You mean a similar mod? Most likely. That would require a SAM Former for skyrim. That's something I can't do. Ask niston ;) 

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