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[Animation] Gray Animations (Mod Development Examples)


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Posted
1 hour ago, zaira said:

I hope you are right also for future. I am a software developer and know what reverse engineering means. From my perspective, it is just luck to be so fast.

Or there is a leak in Bethesda who drops the linker symbol table to public...

they literally gives SKSE early build of the game to get updated lol

Posted
7 hours ago, zaira said:

That is not true (at least it was not for Skyrim SE and FO4)

 

Thats right, there was one update on a weekend during holiday season but it was updated by the monday morning.

There has still never been a single update that permanently broke the script extender for any of BGS's games. Not even one, never.

 

This fearmongering needs to stop.

  • 5 weeks later...
Posted
On 7/11/2024 at 10:38 PM, vallixas said:

What's stopping us from having more of these by now? 

 

I think these were just a test. There is probably not much reason to make more until there is a framework for them.

Posted

Exactly. Thats an actual reason I don't rush to finish my animations pack too - NAF already has API for basic sex mod, so I wait for someone to make something.

Posted

I just keep peeking in to see the progress on lewding up Starfield, while I keep on playing my lewded up Fallout 4. Since Skyrim, I've waited for a sex animation framework and then a few other types of lewd mods. (Defeat/Violation, Capture/Enslavement and Menstrual Cycle/Pregnancy.) I like watching horrible things happen to my character and her lady companions, like being forced to become a breeding sow for the evil denizens of the Commonwealth. I greatly anticipate seeing what this community does with Starfield. 😈

Posted
23 hours ago, ScroodPooch said:

 

I think these were just a test. There is probably not much reason to make more until there is a framework for them.

 

Ya. 

 

I thought a beta release of a defeat/sexlab mod would come out by now. If nothing comes out in a month or two, I maybe make more 1 person animations. 2 person animations do not position well for me without a framework. 

Posted

@Gray User
I'm not at all versed in what it takes to make a system as complete as SexLab or even the AAF arrangement for FO4, but I'd like to know what's missing.

We have NAF.  We have your animation.  The only thing I can notice is missing is some mod that, in the playing of the game, justifies a sexual act.  A quasi-narrative element, if you will.

Is that what you're talking about?

Posted
20 hours ago, Gray User said:

 

Ya. 

 

I thought a beta release of a defeat/sexlab mod would come out by now. If nothing comes out in a month or two, I maybe make more 1 person animations. 2 person animations do not position well for me without a framework. 


There has been a fair few advancements in NAF over the last few months which should help a fair bit.

 

- Added a sync command, which keeps any number of actors root bones in the same position, and also keeps their animation times synced.

- Added a Blender addon (the NAF Export Helper) which allows Blender-correct bone rotations to be used, so IK and all of Blender's rigging tools are fully useable now without any extra steps.

- I also made a full rig with the help of the addon, with feet, arms, spine, and hips IK, drivers for automatically preserving joint volume with the twist bones, constraints for auto shoulder rotation, and drivers for the eyelid closed/open morphs based on eye direction. (Available in the optional files on the NexusMods page along with the addon.)

 

I've also been in communication with Ashal on what's needed to make a full sex framework possible. Main thing holding back further development atm is the lack of two-way communication between NAF and Papyrus (the current API is only one-way communication). I'm working on that part.

Posted
5 hours ago, Snapdragon_ said:


There has been a fair few advancements in NAF over the last few months which should help a fair bit.

 

- Added a sync command, which keeps any number of actors root bones in the same position, and also keeps their animation times synced.

- Added a Blender addon (the NAF Export Helper) which allows Blender-correct bone rotations to be used, so IK and all of Blender's rigging tools are fully useable now without any extra steps.

- I also made a full rig with the help of the addon, with feet, arms, spine, and hips IK, drivers for automatically preserving joint volume with the twist bones, constraints for auto shoulder rotation, and drivers for the eyelid closed/open morphs based on eye direction. (Available in the optional files on the NexusMods page along with the addon.)

 

I've also been in communication with Ashal on what's needed to make a full sex framework possible. Main thing holding back further development atm is the lack of two-way communication between NAF and Papyrus (the current API is only one-way communication). I'm working on that part.

great to see both yall talking together instead of being at each other throughts like others

Posted
8 hours ago, Snapdragon_ said:


There has been a fair few advancements in NAF over the last few months which should help a fair bit.

 

- Added a sync command, which keeps any number of actors root bones in the same position, and also keeps their animation times synced.

- Added a Blender addon (the NAF Export Helper) which allows Blender-correct bone rotations to be used, so IK and all of Blender's rigging tools are fully useable now without any extra steps.

- I also made a full rig with the help of the addon, with feet, arms, spine, and hips IK, drivers for automatically preserving joint volume with the twist bones, constraints for auto shoulder rotation, and drivers for the eyelid closed/open morphs based on eye direction. (Available in the optional files on the NexusMods page along with the addon.)

 

I've also been in communication with Ashal on what's needed to make a full sex framework possible. Main thing holding back further development atm is the lack of two-way communication between NAF and Papyrus (the current API is only one-way communication). I'm working on that part.

 

Thanks for the update, it's great to hear that stuff is being worked on! Good luck.

  • 4 weeks later...
Posted
On 8/15/2024 at 11:16 AM, CYGANELO320 said:

There is a Message that i have to select actor but i dont know the ID
Can Someone help please?

 

I think that is a NAF thing, not a thing that is specific to these animations. Check it on another NAF animation and see if that works?

Posted
On 7/19/2024 at 11:07 AM, Snapdragon_ said:


There has been a fair few advancements in NAF over the last few months which should help a fair bit.

 

- Added a sync command, which keeps any number of actors root bones in the same position, and also keeps their animation times synced.

- Added a Blender addon (the NAF Export Helper) which allows Blender-correct bone rotations to be used, so IK and all of Blender's rigging tools are fully useable now without any extra steps.

- I also made a full rig with the help of the addon, with feet, arms, spine, and hips IK, drivers for automatically preserving joint volume with the twist bones, constraints for auto shoulder rotation, and drivers for the eyelid closed/open morphs based on eye direction. (Available in the optional files on the NexusMods page along with the addon.)

 

I've also been in communication with Ashal on what's needed to make a full sex framework possible. Main thing holding back further development atm is the lack of two-way communication between NAF and Papyrus (the current API is only one-way communication). I'm working on that part.

 

This is good! I have been out of country for a while. I will see what I can do with the updated NAF. Many thanks!

Posted
On 7/19/2024 at 12:47 AM, VenomousOuroboros said:

@Gray User
I'm not at all versed in what it takes to make a system as complete as SexLab or even the AAF arrangement for FO4, but I'd like to know what's missing.

We have NAF.  We have your animation.  The only thing I can notice is missing is some mod that, in the playing of the game, justifies a sexual act.  A quasi-narrative element, if you will.

Is that what you're talking about?

 

Sort of. In other BGS games, the way it works is that you have 3 pieces:

1) the animations

2) a framework that calls the animations in such an order, on certain actors, for certain times, and holds everyone in place, and keeps the scene from getting wrecked by combat or whatever. 

3) a triggering mod (like defeat, or a mod that allows you to initiate sex with dialogue, or something like that). This mod calls the framework in reponse to in-game events. 

 

I am ok at making animations. It looks like NAF may be far enough along to serve the role of a fully armed and operational framework. If that is true, then we are just waiting on triggering mods. I can write one, but no one wants the held together by tape and wishes garbage that it will be if I write it. :)

 

 

  • 1 month later...
Posted (edited)

Forgive me if this is a "well duh" post, but if by chance it was useful to anyone, I thought I'd post it.

I was able to align (but not sync) and animate two actors by using the getpos (x, y, [z]]) and setpos (x, y, [z]) console commands with the z axis being redundant, as well as getangle ([x, y], z) and setangle ([x, y], z) console commands with the x and y axes being redundant.

Actor A was animated as bottom (i.e. naf play graymission00_bot.glb). Then getpos x , getpos y, and getangle z were retrieved from Actor A.
Actor B was selected in console. Then setpos x, setpos y identical to above.

The setangle z command needed to be rotated 180 degrees from Actor A (if A was 90, set B to 270).
Actor B was then animated (i.e. naf play graymission00_top.glb) without ever leaving console. Actor B will relocate instantly if console is left.

Have fun folks!

Photo_2024-09-26-182313.png

Photo_2024-09-26-182323.png

Edited by Dane Sabbath
Posted
On 9/26/2024 at 3:11 PM, Dane Sabbath said:

Forgive me if this is a "well duh" post, but if by chance it was useful to anyone, I thought I'd post it.

I was able to align (but not sync) and animate two actors by using the getpos (x, y, [z]]) and setpos (x, y, [z]) console commands with the z axis being redundant, as well as getangle ([x, y], z) and setangle ([x, y], z) console commands with the x and y axes being redundant.

Actor A was animated as bottom (i.e. naf play graymission00_bot.glb). Then getpos x , getpos y, and getangle z were retrieved from Actor A.
Actor B was selected in console. Then setpos x, setpos y identical to above.

The setangle z command needed to be rotated 180 degrees from Actor A (if A was 90, set B to 270).
Actor B was then animated (i.e. naf play graymission00_top.glb) without ever leaving console. Actor B will relocate instantly if console is left.

Have fun folks!

 

 

 

Good that this works in game. I am using similar to align/position actors for scripted scenes. Working in game too means that users can change alignment when minor problems happen. 

Posted
On 10/3/2024 at 7:59 PM, djay135 said:

So ppl are actually hard at work wirh a sex mod??

 

Yes. But only a few hours a week, so maybe another 1-2 months before my next release. 

Posted (edited)
On 7/18/2024 at 4:01 PM, Gray User said:

 

Ya. 

 

I thought a beta release of a defeat/sexlab mod would come out by now. If nothing comes out in a month or two, I maybe make more 1 person animations. 2 person animations do not position well for me without a framework. 

Ashal has said they have their mod on halt as of now because they have no interest in Starfield. But if someone else wants to make one they are more than welcome to. As of now I'd say it'll be quite a while before anything solid comes out. A lotf of modders just [hate] Starfield so they aren't making mods for it. Looks like Snapdragon is working on it.

Edited by Raine_Hyd
Posted
6 hours ago, Raine_Hyd said:

Ashal has said they have their mod on halt as of now because they have no interest in Starfield. But if someone else wants to make one they are more than welcome to. As of now I'd say it'll be quite a while before anything solid comes out. A lotf of modders just [hate] Starfield so they aren't making mods for it. Looks like Snapdragon is working on it.

NAF exists...

Posted
2 minutes ago, Djlegends said:

NAF exists...

 

And many thanks to Snapdragon for it. NAF at present looks enough to make something that will let users play animations in response to in-game triggers (talking or combat). 

 

I am working on this. I do not promise it to be sexlab, but there will be something. It just takes times to do it (script, make scene, animate, get sounds, script, fix problems) and this is a thing I do when I have time. 

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