Panicforever Posted December 31, 2013 Author Posted December 31, 2013 Thanks for the kind words everyone! I have updated to v4 now
Stevierage Posted December 31, 2013 Posted December 31, 2013 Thanks for the kind words everyone! I have updated to v4 now Nice, new anims gonna test them out now after some renaming and editing to scripts (if needed).
Dayelyte Posted December 31, 2013 Posted December 31, 2013 Nice release on the troll Will see if I can get them into SL and test them out. *edit* Test successful. No issues running with SL 1.34. For those adding this animation into the slcreatureanimationdefaults script, this animation requires no offsets nor rotational parameters. I have seen the animation oddity on the dog legs, though it's quite unlikely to be the animation itself. I'll see what I can dig up on it. A thought occured to me a few days ago in that I may be able to export the mesh / skeleton / animation files from Max once set up over to my application of choice, Softimage via FBX or Collada formats. May be able to then rig and animate in Softimage then export back to Max for final save of the .kf file. Will play with that tomorrow if I have time.
NicoleDragoness Posted December 31, 2013 Posted December 31, 2013 I repeat what I previously said. Your skills at doing animations is impressive! And I really hope you will consider to do some "normal" human - human animations, mainly to replace the old (and odd) AP ones. Btw, with a bandit in place of the Troll, your last animation should be great for rape! PS: all we "female" players hope to have a "real" eat-pussy animation, one day. Hopefull soon.
Ordtos Posted December 31, 2013 Posted December 31, 2013 Great work! Best animation ever made, just perfect! You have a talent! Hey, make some animation for rieklings! Little bastards need some love too
Panicforever Posted December 31, 2013 Author Posted December 31, 2013 Nice release on the troll Will see if I can get them into SL and test them out. *edit* Test successful. No issues running with SL 1.34. For those adding this animation into the slcreatureanimationdefaults script, this animation requires no offsets nor rotational parameters. I have seen the animation oddity on the dog legs, though it's quite unlikely to be the animation itself. I'll see what I can dig up on it. A thought occured to me a few days ago in that I may be able to export the mesh / skeleton / animation files from Max once set up over to my application of choice, Softimage via FBX or Collada formats. May be able to then rig and animate in Softimage then export back to Max for final save of the .kf file. Will play with that tomorrow if I have time. Thanks, good to hear that they work as they should. ... yes I have heard that there is are several people who have had problems with the wolf and dog, but also that they are working properly so i'm a little unsure what could be the problem. I export the animations yesterday from 3ds max and converted them again to .fbx, so if you or someone else want to test them out, go ahead https://www.mediafire.com/?h88fsfvkzo5a7cs I repeat what I previously said. Your skills at doing animations is impressive! And I really hope you will consider to do some "normal" human - human animations, mainly to replace the old (and odd) AP ones. Btw, with a bandit in place of the Troll, your last animation should be great for rape! PS: all we "female" players hope to have a "real" eat-pussy animation, one day. Hopefull soon. Hehe thanks Yes I have plans to create more normal human on human interactons eventually with animations that female gamers can appreciate Great work! Best animation ever made, just perfect! You have a talent! Hey, make some animation for rieklings! Little bastards need some love too Thanks, they are on my to do list
Dayelyte Posted January 1, 2014 Posted January 1, 2014 Okay, loaded your newer versions into SL ( noted they are only four stages vs the five they originally were ) Wolf: Works fine until stages 3 & 4 at which point the wolves front legs tend to stick straight out in front of him. Dog: All stages the front legs meet together at the elbows and clip through the player character. I will try to load these into Max and see how they're supposed to look to compare. ( Though the whole conversion thing is annoying as hell getting them in there ) Will let you know what I see.
Dayelyte Posted January 2, 2014 Posted January 2, 2014 Aight, for someone who is familiar with Max, this will be a very basic question, but since I'm a Softimage type, I'm still trying to wrap my head around how Max does things so bear with me. I am able to import the player character mesh, skeleton and animation file into Max. I can also import the secondary actor, in this case I'm using the dog ( since I'm looking at the animation to determine if the front legs clipping the player character is within the animation or not ) it's mesh, skeleton and animation file as well. The problem I have run into is ( and I'm just guessing here ) the animation file refers to the NPC Root node, which is duplicated across both actors. So in order to import them both, one needs to be renamed. However, since it is renamed, the animation file itself is still referring to the old name and the animation doesn't work for the renamed NPC Root character. How did you get around this ? ( rename the root node within nifskope ? )
Panicforever Posted January 2, 2014 Author Posted January 2, 2014 Aight, for someone who is familiar with Max, this will be a very basic question, but since I'm a Softimage type, I'm still trying to wrap my head around how Max does things so bear with me. I am able to import the player character mesh, skeleton and animation file into Max. I can also import the secondary actor, in this case I'm using the dog ( since I'm looking at the animation to determine if the front legs clipping the player character is within the animation or not ) it's mesh, skeleton and animation file as well. The problem I have run into is ( and I'm just guessing here ) the animation file refers to the NPC Root node, which is duplicated across both actors. So in order to import them both, one needs to be renamed. However, since it is renamed, the animation file itself is still referring to the old name and the animation doesn't work for the renamed NPC Root character. How did you get around this ? ( rename the root node within nifskope ? ) How I got it to work was first to import an actor with an animation, then rename the skeleton and add a letter at the end of the name: Tools - rename objects - suffix. When you are finished with the animation, save the Actors separately and then remove the letter you added
Panicforever Posted January 2, 2014 Author Posted January 2, 2014 It's come to my attention that there are certain problems with the dog and wolf animations. I think I've figured out what is going on (I think) and it seems that something strange happens with the animations when converted to kf or hkx. I have tried to find a solution but I'm stuck, if anyone want to help me to get the animations converted correctly, I will be really happy. I have attached the work files in this zip file (3ds max 2011+), everything is correctly set up so the only thing needed to do is to push the export button. https://www.mediafire.com/?85d73b22il58bjb
Dayelyte Posted January 2, 2014 Posted January 2, 2014 I'll run them through Max 2010 and see what happens. Any oddball settings on the export options to know about or no ? Also curious what flavor / version of the nif plugins you're using for Max.
Panicforever Posted January 2, 2014 Author Posted January 2, 2014 I'll run them through Max 2010 and see what happens. Any oddball settings on the export options to know about or no ? Also curious what flavor / version of the nif plugins you're using for Max. I use this Nif plugin: http://www.nexusmods.com/skyrim/mods/40209/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D40209%26preview%3D&pUp=1 And setings from this animation tutorial: http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim I'm pretty sure its the coverting to KF that causes the animation errors and glitches since 3ds max have problems reading the KF after exporting. I have tested with different Nif plugins and 3ds Max versions but with no luck. Is there anyone here who knows if it is possible to convert creature animations via Havok Kontent tools?
Dayelyte Posted January 2, 2014 Posted January 2, 2014 Interesting. I am unable to open any of those files for some reason. *Correction* I can open at least one of them, DR1_D4.max It is the only file contained in the archive that Max will open. I see the same issues that you do in that I am unable to reopen the exported .kf file in Max. I simply get the " Improper file format " error. For the one file I was able to open, I went ahead and exported it. Ran it through the hkxcmd convertkf process and stuck it back in game. Same issues persist in that the dog's front legs go all crazy on us. To answer your previous question about the Havok Content Tools, check out this tutorial starting on page 46. Nexus Link Download the Pro tutorial.
Guest guilmonn Posted January 2, 2014 Posted January 2, 2014 I hope, you'll find solution to that soon Question: is new troll animation out yet? It so, how to get it? I'm using SL 1.35 and i don't have it.
Dayelyte Posted January 2, 2014 Posted January 2, 2014 I hope, you'll find solution to that soon Question: is new troll animation out yet? It so, how to get it? I'm using SL 1.35 and i don't have it. Unless you have the scripting background and know-how to get the animation in game, I don't think Ashal has included them in the public releases yet. In a nutshell, here's how I do it. ( and it's only possible because Ashal is kind enough to include the source scripts with his releases ) Download the new animations, rename them into a similar format Ashal uses so you know what they are. Copy these animations into their respective folders ( two folders, one is for the player character animations, the other is for the critter in question ) they'll be in the SexLabCreature folder I believe. Update the animation listing file in those folders to include the new animations. Follow the existing formats you see there. Jump into Creation Kit. You'll need to load any .esp file that uses SexLab as it's master file. I usually use SexLabUtil. Once loaded, you're going to open up the sslCreatureAnimationDefaults script. Get familiar with the layout of this script. Note the register animation section. You'll need to add an entry here for the new animation you're going to include. There is a function built for each animation within SexLab here and they are obvious as to what they are based on the naming convention Ashal uses. Copy one of those function blocks ( easier to copy an existing one if you're just adding an additional animation for an existing critter, a new critter entirely requires an additional step of adding in the race property ) Paste it below the last entry for said critter. ( Ergo, if Troll has three existing function entries, simply copy one and paste it in below the third one ) Make the modifications to this new function block to reflect the new name you're going to give it, make sure to modify the animation file references to reflect the files you renamed in the first paragraph. Note that some animation files require distance and rotational parameters to get the characters lined up. You'll see this in some of the functions for other animations. So far, Panic's need none of these. ( A testament to his animating skills : D ) Once done, save the file and close out the text editor. Right click the script you just modified in the Papyrus window ( same window you used to open it ) and select compile. If everything is happy, it will compile successfully. Save the plugin. Fire up FNIS for MODDERS ( the blue one, not the one you're used to ) and give it the two animation file listings ( the text file you modified earlier in both the creature and player character directories ). You need to do these one at a time. If you don't see any error messages, you can run the usual FNIS for USERS to finalize this and get it ready for game use. Fire up Skyrim, jump into Mod Manager and dig into SexLab. Near the bottom in the Clean / Repair section you can reset the animation registry. Do so and SL will rescan the script you modified. If it is successful, you should see the new name you gave your animation in the ToggleCreatures listing. At this point you can go test the animation. It's easier to just wait for Ashal to get them in place I think, lest you end up having to reload SL in case you make a mistake somewhere
Guest guilmonn Posted January 3, 2014 Posted January 3, 2014 Thx very much for massive info, nehumanuscrede I'll try that!
75575 Posted January 4, 2014 Posted January 4, 2014 Hello,I made a plugin to add your troll animations to sexlab.Installation:Copy paste. It is named "TrollPanicForever" in the Sexlab MCM (creature) checkboxes, if not then reset animation registry. And as usual, remember to run FNIS of course. Also I noticed the troll's dick mesh is slightly disconnected from the body during the animation. PanicForever Troll animations.rar
Stevierage Posted January 4, 2014 Posted January 4, 2014 @GapingAnus Panic has done a new troll mesh and textures specifically for that animation and any other troll anims too come, but someone needs to setup an esp or whatever to get it working in game Sexualized creatures (models for modders) . ps, trying to replace the models ingame either shows the big red triangle or no penis.
Panicforever Posted January 4, 2014 Author Posted January 4, 2014 All wolf and dog animations have now been re-exported to remove glitches/clipping and should now work correctly
Dayelyte Posted January 4, 2014 Posted January 4, 2014 Renamed and dropped the new exports in. No issues in game. Neither Wolf nor Dog legs try to divide themselves by zero any longer
Tombstone Posted January 4, 2014 Posted January 4, 2014 Hello, I made a plugin to add your troll animations to sexlab. Installation: Copy paste. It is named "TrollPanicForever" in the Sexlab MCM (creature) checkboxes, if not then reset animation registry. And as usual, remember to run FNIS of course. Also I noticed the troll's dick mesh is slightly disconnected from the body during the animation. Thank you for taking the time to do this for people like myself who don't really have the know-how on doin it. Is there any way you could do the same thing for the wolf animations? Id really like to give em a try. I would give you very many thank you's haha. Edit* - What could be a possibility as to why the new animations won't activate? The troll stands in place and the animation doesn't begin. Is there supposed to be another source script file? I noticed there wasn't one in the pack. I might be doing something wrong but I do see the new name in the SL MCM though so I don't know. Ill keep trying.
Dayelyte Posted January 4, 2014 Posted January 4, 2014 @GapingAnus Panic has done a new troll mesh and textures specifically for that animation and any other troll anims too come, but someone needs to setup an esp or whatever to get it working in game Sexualized creatures (models for modders) . ps, trying to replace the models ingame either shows the big red triangle or no penis. I took a look at this and believe the problem to be with the textures. First. The meshes refer to some non-standard locations for the texture files so those will need to be corrected. ( in nifskope ) Example: The troll_flacid.nif file refers to " custom models\data\textures\actors\troll\troll_frost_texture_erect.dds " for its texture. As that texture doesn't exist within that path, the game will not know where the texture is. After doing the said modifications, I ran into a possible second issue with the penis textures. I'm not sure what program was used to create the dds file, but I don't think it's playing nice with Skyrim or Nifskope. I can manually change the DDS file to something else and it shows up fine in Nifskope. ( Both in the render window and in the UV editor, it looks odd because the UV map isn't right, but it does show up ) However, when I switch to the DDS texture file it's supposed to be, Nifskope will not display the texture neither in the render window, nor the UV editor. While the texture does display in Photoshop, I had zero success getting it to show up in NifSkope regardless of the DDS bit depth I used to save it with. My best guess is the penis textures are corrupt. Though, it is only that, a guess. In the event the game cannot find the textures ( or they are corrupt ) the Red Triangle issue will present itself for the asset in question.
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