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Advice for Creating SLAL Animations?


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Posted

Hi, I've been thinking about creating my own slal animations, Is there a good contemporary tutorial/post addressing it? How would you recommend me to do it? I also wonder if it's possible to use the exact body of the female MC from my game during the making (like import the body to the animation software)? So the bodies aligns well without any clipping.

Posted (edited)

https://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/

https://www.loverslab.com/topic/76568-animation-guide-and-getting-it-to-work-in-skyrim-3ds-max/

 

blender is also possible to use but i don't have links/guides on hand for that, just one of the plugins

https://github.com/BadDogSkyrim/PyNifly/releases

Edited by MadMansGun
Posted (edited)
On 8/15/2024 at 12:38 AM, frenchstud said:

I also wonder if it's possible to use the exact body of the female MC from my game during the making (like import the body to the animation software)? So the bodies aligns well without any clipping.

No! Please do not do this. That's how animators did it in the old days, and it created alignment nightmares for every user, because there was no standard.

 

Instead design animations for the following:

1. Human male racescale 1.0. Bodyshape close to vanilla, but design for about one inch headroom to allow when bodyparts touch. Rmember: Clipping is worse than floating.

2. Human female racescale 1.0. Bodyshape close to CBBE default, but design for about one inch headroom when bodyparts touch. EXCEPTION: For boobs assume lightly larger ones than CBBE default, but not megatits. Think DD/E-cupsize. This puts you neatly in the middle between small and large tits. Also remember CBPC has breast collisions, so minor "cliiping" is actually okay.

3. Creature racescale 1.0. MNC+ABC meshes.

 

The above will make your anims compatible with the majority of userbodies and settings, since it's calibrated to the defaults and has some headroom baked in for slight variations in bodyshapes. People with strong variations will need to make their own offset corrections. Do not design for them, because there's so many different extremes, that you cannot design for them all. Kids with special needs will need special treatment. That's just how it is. 

 

About racescale 1.0: MNC takes care of this for creatures. Just don't let any mod overwrite those changes (check in XEdit). Human racescale is all over the place in vanilla skyrim. You can either enable autoscale during sex in sexlab options, or you can create your own mod in xedit to set all human races and genders to scale 1.0. Or you can ask me to provide such a mod. You'll need bash/smash however to integrate it.

Edited by libertyordeath
Posted (edited)
13 minutes ago, libertyordeath said:

Creature racescale 1.0. MNC+ABC meshes.

 

About racescale 1.0: MNC takes care of this for creatures. Just don't let any mod overwrite those changes (check in XEdit). Human racescale is all over the place in vanilla skyrim. You can either  You can enable autoscale during sex in sexlab options, or you can create your own mod in xedit to set all human races and genders to scale 1.0. Or you can ask me to provide such a mod. You'll need bash/smash however to integrate it.

you still need to rescale some things in max/blender when creating the animations and then reset it back to 1 before export:

Ashhoppers 0.5

Chaurus (not  ChaurusReapers) 0.65

ChaurusHunters  0.69

Chickens 1.3

Foxes 0.72

FrostAtronach 1.3

Spiders 0.75

LargeSpiders 1.2

GiantSpiders 1.9

Horkers 1.2

 

 

also female hands are smaller in game due to some beth voodoo shit.

Edited by MadMansGun

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