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Panic's animation workshop (Animations for Modders) updated 16.01.2015


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Making it shouldn't be too tough as she will have the same skeleton as her male counterpart, but ( like the female ww mesh ) I don't know if the scripters will be able to differentiate between a male and female draugr in order to que up the correct animation. 

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Give me a goddamn good chaurus animation.

:D

keep good work going

 

 

Give me a goddamn good chaurus animation.

:D

keep good work going

 

..would be nice to see an animation for the Chaurus Hunter  :P

 

 

5.jpg

 

 

Thanks, I have plans to make both chaurus and chaurus hunter eventually :)

 

I love your animation work Panicforever !!!

Do you plan on making any man on creators animations? :angel: 

Hehe thanks :P  for being honest, I have not thought about it yet... Maybe later, but right now I'm going to concentrate on the Creatures on human interaction.

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Thanks, I have plans to make both chaurus and chaurus hunter eventually :)

 

cool!
you are one of the best animator in this forum IMHO 
thanks for your work!  :lol:
(Estrus Chaurus by jbezorg is one of my favorite mods, new animations would be great!)
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Still waiting on skeevers, goats, and mudcrabs, personally. But Panic's hitting all the popular notes first, and that's fine too. Variety is variety.

post-290274-0-43540400-1390259259_thumb.jpg

 

I CAN'T STOP MAKING THESE PLEASE STOP ME SOMEONE PLEASE !

 

(Thanks for your animations Panic  :) )

 

EDIT : The pic's not too bestiapedophilic right ? Nah it's not. Wait ? Nah. Naaah

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Some of us are working on it, but are having technical difficulties for some damn reason. The animation side of things is doable, but I'm having absolute hell getting the export to play nice with Skyrim.

 

Have followed the tutorials to the letter, have been talking with Panic as well, so far no luck. I'm using both Win7 and Vista ( both 64 bit ) tried Max 2010 and 2012. Both Figments and Wix's nif plugins ( Wix's will not work for me at all ) and still nothing. I can get the .kf file to export with Figments plugin, conversion via hkxcmd, but the animation refuses to play. Character just t-poses. ( doing ww animations btw ) Tried using the Havok Tools exporter but no skeleton rig file is available for the werewolf and my attempts to create one have been unsuccesful. The rig file bone sequence is critical and if you don't get it right, the in game mesh looks like something out of a John Carpenter movie :/ To complicate things, there are bones present in the skeleton file which are missing from the skeleton .nif file, and a whole lot of unnecessary bones in the .nif file as well. ( robe, skirt, weapons, etc )

 

I've even exported the .kf file, converted it into human readable format and compared it against a known good .kf file to check for differences. Outside of animation length, ( and thus block, bone data length ) I can see no differences between the two. I'm stumped lol

 

I've probably put 5-6 hours per day for the past two weeks trying to figure this out with no luck so far. As a last ditch effort, I'm going to try and load 32 bit Max on an XP machine I have with the 32 bit versions of the nif plugins and see if that makes any difference. If not, I'm just about out of ideas on my end and am all ears if anyone has any ideas I haven't tried yet.

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For those saying "still waiting on _____"

 

learn to animate and do it yourself, instead of pestering OP

 

Some people have no time for that, nor the talent OP has.

Waiting something from somone who has amazing skill is kinda normal, why dont you film your own star wars next episode uh?

irrelevant

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Hey, Great work and thanks a lot!

 

Do you plan on doing any oral animations? (please) 

Thanks. As stated earlier, the problem with animating oral is that it is not easy to animate them since most of the creatures nobs are bigger than a your fist. My priority right now is to make penetration animations but later when i feel that i have made enough, is it possible I try to make some oral animtions.

 

This stuff is excellent, I'm glad people are still working on creature animations for this game. The animations are really good and have some elements I would have put in mine in retrospect. Definately keep up the good work!

Thanks Gone :)

 

 

Still waiting on skeevers, goats, and mudcrabs, personally. But Panic's hitting all the popular notes first, and that's fine too. Variety is variety.

attachicon.gif45055900111.jpg

 

I CAN'T STOP MAKING THESE PLEASE STOP ME SOMEONE PLEASE !

 

(Thanks for your animations Panic  :) )

 

EDIT : The pic's not too bestiapedophilic right ? Nah it's not. Wait ? Nah. Naaah

 

Lol thanks :P

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For those saying "still waiting on _____"

 

learn to animate and do it yourself, instead of pestering OP

Some people have no time for that, nor the talent OP has.

Waiting something from somone who has amazing skill is kinda normal, why dont you film your own star wars next episode uh?

 

 

I'm tired of hearing "no one has time for that" or "we don't have the talent"

 

no your just lazy and don't feel like learning something, so u just bother and wait for someone else to do it

 

and no I won't make a next star wars because I didn't like any of them

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For those saying "still waiting on _____"

 

learn to animate and do it yourself, instead of pestering OP

Some people have no time for that, nor the talent OP has.

Waiting something from somone who has amazing skill is kinda normal, why dont you film your own star wars next episode uh?

 

 

I'm tired of hearing "no one has time for that" or "we don't have the talent"

 

no your just lazy and don't feel like learning something, so u just bother and wait for someone else to do it

 

and no I won't make a next star wars because I didn't like any of them

 

 

Jay, where are your animations?  :P
blablabla... please, don't trolling...  :sleepy:
 
...with love
(great avatar!)
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Throwing my vote in for skeever face-fuck at some indeterminate point in the future. :D

 

LMAO! I KNEW they were more than just pests. They're horny pests!

Anyways is someone working on female dominance animations?

Like for dogs and wolves. Say the woman get's on top and rides?

Or where the female hold the horse penis and guides it while moving and the horse just stands there?

Horse blowjob?

Dog/wolf blowjob?

Or maybe an 'invitation' animation where the female get's nude and opens her legs showing she's inviting the creature(s)?

(I've seen too many bestiality videos....) >.>

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I just want to clear something up before I go poking around in my animation files.

In order to get these animations working I have to rename them exactly the same as my current animations so that they override and replace them when I copy paste them.

 

And also jog my memory but where are the animation files?

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I just want to clear something up before I go poking around in my animation files.

In order to get these animations working I have to rename them exactly the same as my current animations so that they override and replace them when I copy paste them.

 

And also jog my memory but where are the animation files?

 

Something to keep in mind if you're going to use these as drop in replacements for existing animation files. 

 

Some of the animations have parameters within the script driving them for positioning information as some of the animations don't quite line up on their own.  Example: Actor A is rotated 180 degrees to face Actor B, and may be positioned X distance away for a specific animation.  If you drop your replacement animation in, the alignment variables will still be called by the script and your characters may not line up correctly. 

 

Your animation files will vary depending on what Mod you're using.  If using SexLab, for example, and you're looking for say . . the Werewolf animations, the Werewolf side of the creature animation files can be found in:

 

/data/meshes/actors/werewolfbeast/animations/SexLabCreature

 

Whereas the player side of the animations will be found in:

 

/data/meshes/actors/character/animations/SexLabCreature

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hey there.

just a question to the animation specialists:

on a addon for monster mods that are adding new races but using vanilia sceletons. how can i make the new races using the existing animation from the sceleton types they have?

i could change the race but can i simple create a new folder by copy and paste the meshes/actor/giant/animation to the new race with the same skeleton? as example /meshes/actor/giantogre/animation.

and if it works like that witch files i have to copy?

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hey there.

just a question to the animation specialists:

on a addon for monster mods that are adding new races but using vanilia sceletons. how can i make the new races using the existing animation from the sceleton types they have?

i could change the race but can i simple create a new folder by copy and paste the meshes/actor/giant/animation to the new race with the same skeleton? as example /meshes/actor/giantogre/animation.

and if it works like that witch files i have to copy?

 

 

I am unsure how to do this so're unable to help you with that, but I have a suspicion that it is not so easy as copy and paste :-/
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