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


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Posted

 

 

**snip**

 

How big of a pain in the ass is it to get the new geometry working in game ? One of the things I have yet to tackle ( because I haven't needed to yet ) is custom geometry / meshes. Building it in Max, and throwing a UV map with it's associated texture maps on it should be fairly straight forward, but was curious if any additional crazy magic was needed within nifskope to get it working properly in game.

 

Usually the only thing you have to do to get one working if it's been through max is, throw out the bslightshader and/or material (from max), and snag a clean bslightshaderproperty off of an existing mesh. Most of the max import/export plug-ins for the .nif format tend to butcher the bslightshaders, and skyrim doesn't use the materials from max.

 

Just be careful of things that are skinned and stuff that isn't skinned (weight painted), they have different needs in terms of shader flags.

Considering the issues with the Max nif importer, I'm amazed it works as well as it does :/

Posted

 

Would anyone be able to make a rar with the animation files renamed and put in the folders that they would go in so that I can experience the animations in game without being super confused about how to install them?

The horse anims aren't ready yet. Most of Panic's existing ones ( dog / wolf / werewolf ) are already in SexLab core so you'll need it to see them anyway. I have a file over in my download section that adds his giant animations to the SexLab core for testing that you can try. I would add a link here but am typing via phone so meh. Do a quick search on Dayelyte in the adult downloads section and you should be able to find it pretty easily. Just look for the rat avatar :)

 

 

Sorry if I'm blind. I'm oblivious to everything. When I tried searching it all that appeared was your unnatural anims :( 

Posted

 

 

Would anyone be able to make a rar with the animation files renamed and put in the folders that they would go in so that I can experience the animations in game without being super confused about how to install them?

The horse anims aren't ready yet. Most of Panic's existing ones ( dog / wolf / werewolf ) are already in SexLab core so you'll need it to see them anyway. I have a file over in my download section that adds his giant animations to the SexLab core for testing that you can try. I would add a link here but am typing via phone so meh. Do a quick search on Dayelyte in the adult downloads section and you should be able to find it pretty easily. Just look for the rat avatar :)

 

Sorry if I'm blind. I'm oblivious to everything. When I tried searching it all that appeared was your unnatural anims :(

 

If you click download on that page, one of the download options includes Dayelyte's werewolf ones and Panic's giant one in a single file.

Posted

 

maybe one day you might make an anim with the girl beneath the horse, knees slightly bent and she is doing the whole fucking? Anyway, pretty cool things you do, keep it up! :)

 

I have already started with the penetrating animations, but they will not be ready for the next update. :)

 

 

 

Take your time! But be aware that ...

Thank+you+for+putting+my+mind+at+ease+yo

Posted

yea I'm sorry for that, I'm almost done with the next update. I have seven animations that are almost finished, the only thing that needs to be done is to animat the  khajiit/argonian tails and mybe some tweeking. yep tail animation is a thing now :P  I have completely forgoten to animate the tailbones of the PC. (I will later go back and animate the tails in the animations I have previously made)...

Posted

"Only includes creature and human animations".

 

Does this mean creature ON human only, or also human - human animations?

 

If the second one is correct (I hope, considering the quality), I really wish to see a "real" pussy licking animation: to be clear, woman lying on back, legs spreaded, the "licker" (could be man or woman) lying on chest, with head between other's legs (of course), maybe hands on other's calves or similar.

The lesbian one is really one that lacks in the SexLab Framework but also the hetero one could be interesting. (After all, why there are so many cock sucking and no one pussy eating?) ;)

 

I second that, it would be really awesome to have some pussy licking scenes.

Posted

yea I'm sorry for that, I'm almost done with the next update. I have seven animations that are almost finished, the only thing that needs to be done is to animat the  khajiit/argonian tails and mybe some tweeking. yep tail animation is a thing now :P  I have completely forgoten to animate the tailbones of the PC. (I will later go back and animate the tails in the animations I have previously made)...

 

I am intrigued to hear this ^^

 

A little question though: Will these animations be like the ones Zynsch did? I mean ready to implement into the SexLab Framework easily, without much fussing around? (His ones were just added to the respective folers, than you cleared and re-activated the Sexlab-Animations in-game, which added them automatically) That was so easy even people like me got it right ^^

 

Anyway, I am exited to see what you will release

 

Posted

Are you going to also do human dominate animations or just submissive human?

Dayelyte seems to be the animator doing human on creature, where the human is the dominate position.

Posted

yea I'm sorry for that, I'm almost done with the next update. I have seven animations that are almost finished, the only thing that needs to be done is to animat the khajiit/argonian tails and mybe some tweeking. yep tail animation is a thing now :P I have completely forgoten to animate the tailbones of the PC. (I will later go back and animate the tails in the animations I have previously made)...

You gotta let me know how well this works out as my experiments with the tails have not been positive due to how the tails deform with the whopping five bones ( and the length thereof ) Bethesda gave us to work with. Khajiit and Argonian tails specifically, WW tails seem to deform fine. ( In Max )

 

My results have been terrible with the tail deformations looking angular instead of the smooth ones I was expecting. ( had same problem with the Netch tentacles )

Posted

Anyone got a cumshot for creatures? Since animations are being made for non penetrative orgasms, we'll need someone to make it happen so they don't shoot blanks. Because nothings fun about squirting air. :{p

 

There is cum splatter already, they just need to make it so it works with creatures. As it stands now I don't believe it does. Unless you mean the actually squirting out part.

Posted

 

You gotta let me know how well this works out as my experiments with the tails have not been positive due to how the tails deform with the whopping five bones ( and the length thereof ) Bethesda gave us to work with. Khajiit and Argonian tails specifically, WW tails seem to deform fine. ( In Max )

 

My results have been terrible with the tail deformations looking angular instead of the smooth ones I was expecting. ( had same problem with the Netch tentacles )

 

While testing the animations i came across a problem that will make animating the tail difficult, it looks like skyrim automatically adds tail physics ingame :-/Apart from this, it doesn't look like the tail gets as deformed ingame as it looks in max.

Posted

**Snip**

While testing the animations i came across a problem that will make animating the tail difficult, it looks like skyrim automatically adds tail physics ingame :-/ Apart from this, it doesn't look like the tail gets as deformed ingame as it looks in max.

 

Beast race (kahjiit etc) tail behaviors hide in something like auxbones\tail\tailproject.hkx. Iirc it should say where exactly in the BSBehaviorGraphExtraData ~ BGED block of the specific tails nif (should be the very 1st block in the nif).
It's been awhile since I was making tails though, so not too sure how helpful that is.
Fnis should be running them through data\meshes\auxbones\tail\behaviours or some such.
 

 

If there is anyone who would like to try to get the new Horse mesh ingame, i have uploaded  it here http://www.loverslab.com/files/file/507-sexualized-creatures-models-for-modders-updated-17022014/

 

attachicon.gifHorse_d01.png

 

Only glanced at the new horse .nifs, but looks like it's only a few quick pokes to get it working with something like SLNC or some such.

Will have a closer look in the morning, after liberally applying coffee to brain.

I am in the middle of a quick armor/clothing project though, so no eta or anything.

Posted

 

 

You gotta let me know how well this works out as my experiments with the tails have not been positive due to how the tails deform with the whopping five bones ( and the length thereof ) Bethesda gave us to work with. Khajiit and Argonian tails specifically, WW tails seem to deform fine. ( In Max )

 

My results have been terrible with the tail deformations looking angular instead of the smooth ones I was expecting. ( had same problem with the Netch tentacles )

 

While testing the animations i came across a problem that will make animating the tail difficult, it looks like skyrim automatically adds tail physics ingame :-/ Apart from this, it doesn't look like the tail gets as deformed ingame as it looks in max.

I was never able to get a smooth deformation out of the Khajiit or Argonian tails in Max. When I moved the tail bones, the tail mesh looked like a stick breaking rather than the smooth deformation I was expecting. Outside of adding my own bones and reweighting the mesh, didn't have any other ideas. So set it aside and haven't messed with it again.

Posted

Can you make some Chaurus or Reikling animation now, master Panic? Oh pleeease!

 

A few Chaurus out there already, pretty decent outside of the Chaurus rescaling every new scene transition.  The Reiklings are missing a very necessary body part to make alignments of them possible :D  While it can be created,  it is a minor hurdle to overcome before jumping into animating the little buggers. 

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