Suludi Posted October 8, 2013 Share Posted October 8, 2013 I decided to learn 3ds Max by changing some of the animations. Everything is very WiP cause I only started this project today but I'm looking forward to learning more. MY PLANS: 1. Feral Werewolf animations Progress: ww_attackleft.hkx ww_attackleftbackhandl.hkx ww_attackleftbackhandlend.hkx ww_attackleftbackhandr.hkx ww_attackleftfast ww_attackleftfastlow ww_attackleftpowercombo ww_attackleftpowercombobackhand ww_attackleftpowercombobackhandend ww_attackleftpowercomboend ww_attackleftside ww_attackright ww_attackrightfast ww_attackrightfastlow ww_attackrightpowercombo ww_attackrightpowercombobackhand ww_attackrightpowercombobackhanddriven ww_attackrightpowercombobackhandend ww_attackrightpowercomboend ww_attackrightside ww_bleedoutgetup ww_bleedoutidle ww_bleedoutstart ww_deathtemp ww_fall ww_fallleft ww_fallright.hkx ww_getup.hkx ww_getupfromback.hkx ww_getupfromfront.hkx ww_howl.hkx ww_howlexplode.hkx ww_howlforward.hkx ww_idlebase.hkx - done ww_idlebasecombat.hkx - done ww_idlebasecombatexcitedleft.hkx - done ww_idlebasecombatexcitedright.hkx - done ww_jump.hkx - done by kieranh7, download here: Werewolf Beast Run Animation ww_jumpland.hkx ww_jumplandleft.hkx ww_jumplandright.hkx ww_jumpleft.hkx ww_jumpright.hkx ww_runbackward.hkx ww_runbackwardattackleftsync.hkx ww_runbackwardattackrightsync.hkx ww_runbackwardleft.hkx ww_runbackwardleftattackleftsync.hkx ww_runbackwardleftattackrightsync.hkx ww_runbackwardright.hkx ww_runbackwardrightattackleftsync.hkx ww_runbackwardrightattackrightsync.hkx ww_runforward.hkx- done by kieranh7, download here: Werewolf Beast Run Animation, slightly smoothed by me ww_runforwardattackleftsync.hkx ww_runforwardattackleftsyncpower.hkx ww_runforwardattackrightsync.hkx ww_runforwardattackrightsyncpower.hkx ww_runforwarddualattack.hkx ww_runforwarddualattackcenter.hkx ww_runforwarddualattackleft.hkx ww_runforwarddualattackright.hkx ww_runforwardleft.hkx- done by kieranh7, download here: Werewolf Beast Run Animation ww_runforwardleftattackleftsync.hkx ww_runforwardleftattackrightsync.hkx ww_runforwardright.hkx- done by kieranh7, download here: Werewolf Beast Run Animation ww_runforwardrightattackleftsync.hkx ww_runforwardrightattackrightsync.hkx ww_runleft.hkx ww_runleftattackrightsync.hkx ww_runleftattackleftsync.hkx ww_runright.hkx ww_runrightattackleftsync.hkx ww_specialfeeding.hkx ww_specialfeedingleft.hkx ww_specialfeedingright.hkx ww_sprint.hkx ww_sprintallfours.hkx ww_sprintallfoursattack.hkx ww_sprintallfoursattackboth.hkx ww_sprintallfoursattackbothleft.hkx ww_sprintallfoursattackbothout.hkx ww_sprintallfoursattackbothright.hkx ww_sprintallfoursattackleft.hkx ww_sprintallfoursjump.hkx ww_sprintallfoursleft.hkx ww_sprintallfoursright.hkx ww_sprintalt.hkx ww_staggermedium.hkx ww_staggersmalll.hkx ww_staggersmallr.hkx ww_swimbackward.hkx ww_swimforward.hkx ww_swimleft.hkx ww_swimright.hkx ww_swimtread.hkx ww_turnleft60.hkx - 50 % done ww_turnleft90.hkx ww_turnleft180.hkx ww_turnright60.hkx ww_turnright90.hkx ww_turnright180.hkx ww_walkbackward.hkx ww_walkbackwardleft.hkx ww_walkbackwardright.hkx ww_walkforward.hkx - 50 % done ww_walkforwardattackleft.hkx ww_walkforwardattackright.hkx ww_walkforwardleft.hkx ww_walkforwardleftattackleft.hkx ww_walkforwardleftattackright.hkx ww_walkforwardright.hkx ww_walkforwardrightattackleft.hkx ww_walkforwardrightattackright.hkx ww_walkleft.hkx ww_walkleftattackleft.hkx ww_walkleftattackright.hkx ww_walkright.hkx ww_walkrightattackleft.hkx ww_walkrightattackright.hkx ww_wellescape.hkx - no change cause this is only used by Sinding when escaping from prison 2. Change the idiotic Sabrecat idle animation to something more appropriate Progress: 50 % 3. Female sneak Progress: 30 % 4. Sleep anywhere (without bed, bedroll or haypile) Progress: 50 %, no script 5. Climbing animations 6. ... whatever I come up with (I also take suggestions) Criticism and helpful comments are very welcome. VIDEOS Here's a video to show you what I'm talking about (Warning: this is the entire creation process beginning with "Ok, let's see what this cryptic button does", not just the finished walk [which still needs LOTS of work]). Part 2 is up: Sleep anywhere: (If I ever find out how to script stuff, I'll make the mod. ) ------------------------------------------------------------------------------- Suggestions so far: * Werewolf Sneak (HeavyDude) * A leap-to-and-attack animation for the Werewolf so someone could, for example, give WW's a new "ambush from stealth" attack/kill, to go along with the idea of them being able to sneak. (Night~Sky) * A long-jump animation for Werewolves, that could conceivably be used in giving WW's a kind of super-jump ability to go from rooftop to rooftop/close large gaps (Night~Sky) * Differentiation between the Werwolf "claws ready" and "claws lowered" run animations (Night~Sky) * Maybe some miscellaneous hostile animations like a static/standing bite and headbutt, which could be used to give Werewolves more (hotkey-delivered) attacks (Night~Sky) * Stalk and pouncing animations for feline creatures, so they may potentially be given the capability to ambush the player from hiding (Night~Sky) * A better "hostile" posture idle/behavior for canines so it's more readily apparent there's something in-range to attack (Night~Sky) * various idle-behavior animations like sitting/laying down/interacting with objects so people could, conceivably, stay in WW form permanently...or hell, use them in a Werewolf version of Dovahkiin Relaxes Too (Night~Sky) DOWNLOADS If anybody wants to test it, here's the basic werewolf idle stand. Oct 22,2013 Werewolf Animation Overhaul 0.1 (wao_01.rar) Update: March 4, 2014 Werewolf run fixed (smoothed the spazzy leg) Install/Uninstall: Unpack into your data/meshes/actors/Werewolfbeast/animations folder. (Create the folder if it doesn't exist.) To uninstall, delete the files. This is not an esp yet, only an animation replacer. Nothing else was modified. ww_idlebase.rar wao_01.rar ww_run_fix.rar Link to comment
HeavyDude Posted October 8, 2013 Share Posted October 8, 2013 Werewolf sneak animation. I think if we had those, *someone* could make a mod that actually enables werewolves (werebears?) to sneak. Link to comment
Suludi Posted October 11, 2013 Author Share Posted October 11, 2013 Over 400 reads and only one reply? Is this project so uninteresting? Link to comment
Spyder Arachnid Posted October 11, 2013 Share Posted October 11, 2013 Over 400 reads and only one reply? Is this project so uninteresting? Gotta give it time. Not a lot of people visit the Non-Adult section of the forums. It's glanced over a lot by most, as most come here just for the adult mods, and forget that there is other stuff besides that lol. I definitely look forward to seeing what you can do. Any animation overhaul to make the creatures move better and look more natural is a plus in my book. Plus extra features is always good. Look forward to the progress. Link to comment
Suludi Posted October 11, 2013 Author Share Posted October 11, 2013 Thank you. Actually, I did make a lengthy animation of two werewolves having lots of sex&fun but since I put this thread into the non-adult section, I thought it a bit inappropriate to post it here. (LOL typo. "nun-adult".) Link to comment
Duoleb The Chosen Posted October 11, 2013 Share Posted October 11, 2013 most people here are lurkers for mods about sneak animation, it think new vegas had separate anims for sneak, and those were really good, make one looking more cautious like ol NV, skyrim vanilla anims looks ugly for both male and female Link to comment
Nana-Beats Posted October 12, 2013 Share Posted October 12, 2013 Looks interesting, going to keep an eye out on this thread. Link to comment
Night~Sky Posted October 12, 2013 Share Posted October 12, 2013 Don't be discouraged. The "read" count on here is almost completely theoretical, because as anyone who's been following threads around here lately (especially) will notice, people are pathologically incapable of actually reading about a mod before downloading and installing it. Sometimes I think most people on here can only see the "download" button and very select terms (sex, UNP, CBE, etc). On topic, this sounds quite interesting. I don't think anyone's actually taken the time to come up with new animations for the creatures of Skyrim, just endless reskins. I would imagine producing entirely new animations for Werewolves to use as a resource would inspire someone to actually make the effort to give them matching capabilities. Along that vein, I do have some suggestions you may consider; * A leap-to-and-attack animation for the Werewolf so someone could, for example, give WW's a new "ambush from stealth" attack/kill, to go along with the idea of them being able to sneak. * A long-jump animation for Werewolves, that could conceivably be used in giving WW's a kind of super-jump ability to go from rooftop to rooftop/close large gaps? * Differentiation between the Werwolf "claws ready" and "claws lowered" run animations? * Maybe some miscellaneous hostile animations like a static/standing bite and headbutt, which could be used to give Werewolves more (hotkey-delivered) attacks? * Stalk and pouncing animations for feline creatures, so they may potentially be given the capability to ambush the player from hiding? * A better "hostile" posture idle/behavior for canines so it's more readily apparent there's something in-range to attack ...if you're feeling particularly adventurous, why not try your hand at giving Werewolves their own equivalents to various idle-behavior animations like sitting/laying down/interacting with objects so people could, conceivably, stay in WW form permanently...or hell, use them in a Werewolf version of Dovahkiin Relaxes Too? Link to comment
Suludi Posted October 12, 2013 Author Share Posted October 12, 2013 Thank you! Those are very interesting ideas, I'll add them to my list. And yes, living permanently as a Werewolf sounds quite appealing. But I can only create the animations (and I still have MUCH to learn), not the scripting. I'll need a real modder to help me with this. Any volunteers? As for the long-jump animation, I already have the Jump Run Changer mod by THX1138 installed that helps me jump higher. This is one of the mods I couldn't do without cause the vanilla jump height is just pathetic. Sadly, the jump animation isn't meant for long jumps, so the char just stops in mid-air and only resumes jumping on pressing W. So... ok, added to the list. I'm also thinking of adding a climbing animation but from what I read somewhere on Teh Webz, the engine doesn't support climbing. Anyone know if that's true? I'd love to be able to bring some Uncharted action into mountainous Skyrim. Link to comment
Creamlord666 Posted October 12, 2013 Share Posted October 12, 2013 I'm highly interested in werewolf animation overhaul to make them look more menacing and agile. The vanilla animations are a bit...uhm..clumsy so to say. If someone could make more or better finishing moves for the kills then call me kudos. Link to comment
Night~Sky Posted October 12, 2013 Share Posted October 12, 2013 On the subject of a modder to do the code-side/implementation... Maybe not here on LL, because...well, most of what's on LL is adult-oriented (although I do hope you see you way back to adult-themed animations for WW's and maybe other creatures some day - the "Sextreme" loading screens have some great static poses that would make excellent animations, which could then be used as resources to add to Sexlab and get into the game...) ...but, maybe Brevi? The guy who made Moonlight Tales (you can find it on the Nexus). He seems pretty passionate about Werewolf expansion/improvement, and from what I understand, the only reason MT doesn't add any actual extra abilities to WW's is that he can't make animations for them. You could probably work out some sort of collaboration with him, where you make the animations and he rigs up the code to utilize them in-game. Just, obviously, don't mention LL in the process...I don't know if Brevi is one of the anti-LL crowd, but the Nexus itself is, so air on the side of caution. Edit: Incidentally, if you'd like some kind of descriptive example of my ideas (the bite/headbutt/ambush attacks, etc) for better inspiration in producing the animation, or (if the case arises) explaining the functional idea to go with the animation to a modder who's actually going to code it, just let me know and I'll type it up. Link to comment
Suludi Posted October 12, 2013 Author Share Posted October 12, 2013 If a moderator kicks this thread over to the adult mod section, I'll show you some WW/WW and WW/human action. ^^ I'll check Moonlight Tales, thanks for the suggestion! Maybe I can work out something with Brevi. Link to comment
Suludi Posted October 14, 2013 Author Share Posted October 14, 2013 Added test animation download to my OP. Link to comment
Night~Sky Posted October 14, 2013 Share Posted October 14, 2013 I'll test it out today and let you know how it goes (though it'll be later today, because of cursed real life scheduling issues lol). Link to comment
Night~Sky Posted October 15, 2013 Share Posted October 15, 2013 I ended up getting time to test it out sooner than I thought. It looks quite good, if maybe a bit too static - you might consider adding a little tail movement, and maybe some subtle posture fidgeting just to give it a bit more of a "living" quality. The transition from moving to standing is also quite sharp (happens so quickly it appears to skip from one animation to the other in a visible way), but other transitions in and out of the idle are perfectly smooth (the mentioned problem would easily be resolved with replaced walk/run animations anyway). Since I run Moonlight Tales myself, I swapped skins/body models around in-game through several combinations just to make sure it didn't hit any mysterious oddities or CTD's, but I didn't find any, so it appears to work perfectly well. All in all, a job well done. Link to comment
Suludi Posted October 15, 2013 Author Share Posted October 15, 2013 Thank you very much for testing! The vanilla werewolf idle animation has several others mixed into it, and I'll now start working on the entire set to get smooth transitions. And I'll work on the static look. Glad you like it. Link to comment
Suludi Posted October 15, 2013 Author Share Posted October 15, 2013 Trying out a new animation: Jump up a wall (not working ingame yet) Link to comment
Night~Sky Posted October 15, 2013 Share Posted October 15, 2013 Looking good. I think though to be used in game it would need to be split into two animations (the jump, then the edge-grab/vault) because to be used in game as intended it would need to work on a script that detects if you touch a ledge while jumping, and that acts as a condition to trigger the actual edge grab/vault to get over it (otherwise it would continue to play the jump animation on your way back to the ground). This would also be necessary to account for differences in jump height, I think. I could be mistaken though, my comprehension of scripting is limited. Link to comment
Suludi Posted October 16, 2013 Author Share Posted October 16, 2013 My comprehension of scripting is: "It exists, and other people know how to do it". However, since I imported an Imperial Fort wall to get the jump height, maybe I don't need a script. Link to comment
Suludi Posted October 21, 2013 Author Share Posted October 21, 2013 Update: Version 0.1 added to first post. The animations are still very clumsy. I'll be constantly improving them and adding new ones over the next few weeks. There's also some scripting mixed into the vanilla animations which I can't get rid of, so the werewolf companion will sometimes get quite a twisted neck when the script forces him to look at you. Give them a try and tell me how shitty they are what you think. ^^ Link to comment
Night~Sky Posted October 22, 2013 Share Posted October 22, 2013 I'll test them out when I get some time today. I'm sure they're going well, but I'll let you know ^^ Link to comment
Night~Sky Posted October 26, 2013 Share Posted October 26, 2013 Sorry for getting back to you late; been crazy busy on my end recently. I've spent some time with the animations in-game in a variety of situations and environments and, I suppose the best way I could put it is that it's a bit of a mixed bag. Replacing the walk and run animation with the normal sprint animation doesn't really work very well; I would really suggest making your own if you can. It clips terrain like crazy, the camera and turning controls get very heavy and unresponsive while you're moving, and it doesn't actually sync to movement at all (it makes the WW animate walking/running much faster than they're actually moving, and produces a lot of animation stutter). Still, I think you're moving in the right direction overall. ^^ Link to comment
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