Jump to content

Lune's Baldur's Gate 3 Adult Animations Framework


Recommended Posts

Posted
1 hour ago, Metroid00 said:

Great work, I really liked what you showed!?

Finally Skyrim will have a worthy opponent in the mods!?

 

It would also be nice if we get another RPG with animations on the level of WhickedWhims. Now those would be nice to port over.

Posted (edited)
Quote

Let me know if you have any modding or animation experience & want to be involved.

I haven't played BG3 yet, but this peaked my interest. I have quite some experience in writing SKSE plugins (not sure how much that'll help here) and have a feeling for what people expect from a sex framework after having worked on OStim NG and Standalone for over a year now. While I haven't created my own animations yet I have some technical experience with Blender and have written some basic Python scripts for it. So since your testing animation was ported from SL in Blender I can have a look at the conversion process and/or see how easy/fast you can run Skyrim animations through it to get more animations for this.

Edited by VersuchDrei
Posted

This is very, very promising. Looks like I'll maybe have to get a copy of BG3 and see if I can't make some animations. 

 

I am not familiar with BG3 modding, so I apologize if this is an ignorant question: Is this something that can be called by an NPC (now, or if not now maybe in the future)? Like, could an NPC use a spell or combat ability to call a custom animation sequence that involves the player?

 

Basically fishing for whether or not the engine is likely to support the eventual creation of defeat and bad end/duty failed type of animation scenarios. 

 

Posted
3 hours ago, Gray User said:

This is very, very promising. Looks like I'll maybe have to get a copy of BG3 and see if I can't make some animations. 

 

I am not familiar with BG3 modding, so I apologize if this is an ignorant question: Is this something that can be called by an NPC (now, or if not now maybe in the future)? Like, could an NPC use a spell or combat ability to call a custom animation sequence that involves the player?

 

Basically fishing for whether or not the engine is likely to support the eventual creation of defeat and bad end/duty failed type of animation scenarios. 

 

Yeah this is possible. Its pretty easy to set up an event listener for player health, or when certain spells are used on the player etc.

Posted

Will this add a new spell for every sex animation? or is it just one spell and when you click to cast it, then loads up like a sub menu showing all the sex spells in one location?

Posted (edited)

Are there any examples of replacing existing animations? In what configs and what exactly should I look for?I don't mean adding new ones, but simply replacing existing animations.

What I've exactly wanna - gives walk and idle animations from elves(they are more feminine and cute) to females of other races.

Edited by Hlamster
Posted (edited)
21 hours ago, VersuchDrei said:

I can have a look at the conversion process and/or see how easy/fast you can run Skyrim animations through it to get more animations for this

Okay so I've had a look at your rig and animation tutorial and experimented a bit with it. I'm pretty sure I can create a (multi actor) Blender rig that is optimized for converting Skyrim animations to BG3. There will be some manual tweaking necessary for better alignment because obviously the bone positions of the Skyrim and BG3 skeletons don't match 100%, but it's probably still a lot easier and faster than creating new animations from scratch. Especially for people who don't have a lot of creativity when it comes to stuff like this. (me for example :^( )

It's gonna take some time to set everything up properly. Especially since my Skyrim rig is in a bit of a limbo right now. It works, but only if you know what you're doing. (and by "my rig" I mean a rig I found here on LL, which was made by a guy from MG, which I did some personal modifications to to optimize it for paired adult animations). But I can keep you guys posted on the progress if you want... or not if you don't (don't want to hijack someone else's thread).

 

Also I'd still be willing to help on the code side of things if you need any as I'm primarily a programmer and the animation thingy is more like a side hobby.

Edited by VersuchDrei
Posted
19 minutes ago, VersuchDrei said:

Okay so I've had a look at your rig and animation tutorial and experimented a bit with it. I'm pretty sure I can create a (multi actor) Blender rig that is optimized for converting Skyrim animations to BG3. There will be some manual tweaking necessary for better alignment because obviously the bone positions of the Skyrim and BG3 skeletons don't match 100%, but it's probably still a lot easier and faster than creating new animations from scratch. Especially for people who don't have a lot of creativity when it comes to stuff like this. (me for example :^( )

It's gonna take some time to set everything up properly. Especially since my Skyrim rig is in a bit of a limbo right now. It works, but only if you know what you're doing. (and by "my rig" I mean a rig I found here on LL, which was made by a guy from MG, which I did some personal modifications to to optimize it for paired adult animations). But I can keep you guys posted on the progress if you want... or not if you don't (don't want to hijack someone else's thread).

 

Also I'd still be willing to help on the code side of things if you need any as I'm primarily a programmer and the animation thingy is more like a side hobby.

Thanks for the offer, I have a fairly solid retarget workflow for skyrim animations, it just requires fixing the elbow & knee joints + the hands.

I mainly wanted to make a small batch of custom animations for the first release of the mod, and add in community made animations etc later on.

I might make a discord server soon if I have time & people would like to contribute / get more updates.

 

 

 

Posted
23 hours ago, Demons83 said:

This looks so awesome 👍🏻 did it works with hirelings ? And how long must we wait for it 🙈 thy for the work 😊🏻

 

Works with Hirelings & Disguised/Polymorphed characters too.

 

 

 

 

 

Posted
1 hour ago, LuneMods said:

 

It's designed with the intent of taking up only 1 hotbar slot, where spell containers are added dynamically based on the current action / actors / tags etc.

The first spell container contains the 'Initiation' spells (solo, ask, pay, charm, etc.). which then becomes a 'Change Position' container with only spells relevant to the active context.

 

Oh thats good to know, and it looks really amazing so far!

Posted

Looks great, you honestly went above and beyond. Really great work. Do you think it is possible to have different cameras angles during the animation to make it more "cinematic".

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...