shardoom Posted July 29, 2014 Posted July 29, 2014 234 looks pretty wicked amra, nice one. Really glad to see you're making more replacer anims, thought for a while you'd moved onto only making modders resource anims.
Amra72 Posted July 30, 2014 Author Posted July 30, 2014 Hmm. New 234 animation is great, however my male PC takes the "female" position when having sex with female. You're right I fixed it for the next update 236 Soon
panthercom Posted July 30, 2014 Posted July 30, 2014 Replacer animations are very much appreciated. Thank you
panthercom Posted August 1, 2014 Posted August 1, 2014 Since Amra is making some female oral sex replacers, and he knows how to make mouths open, we need some tongues in those open mouths. There's a tongue in the Zaz animations, and there's a tongue that can be separated from the ring gag in Spectrum's toy pack. Is there a 'tongue' bone in Astymma's skeleton? Could we get one added if we asked him nicely? This is the tongue I separated from the ring gag, with a little Positioning magic.
Thenryb Posted August 1, 2014 Posted August 1, 2014 @panthercom-what is the female body? Never seen textures like that.
panthercom Posted August 1, 2014 Posted August 1, 2014 The body is an 'experimental' 'reasonably muscled' option for type 3 which is available for download down at the bottom of the New Vegas Muscle mod page on the Nexus. Texture is either Dimon's or something else, that I added freckles and the more detailed areolas from the Muscle Girl skin to in Photoshop. The next thing I'll do will be to get enough of an understanding of Blender to make the nipples much larger. @panthercom-what is the female body? Never seen textures like that.
Supraheroic Posted August 2, 2014 Posted August 2, 2014 A little confused...I used Type 3M body which doesn't require the actual BNB skeleton.nif other than the one included in Sexout. Would I still need to get the BNB skeleton.nif file from here or the Nexus to get these new anims to work or will they work with my current Type3M mesh?
D_ManXX2 Posted August 5, 2014 Posted August 5, 2014 Here is a new Cow girl for new Vegas: 605 CowGirl: Clip: NewCowGirlPlusBounce(Clip).7z Animation files: CowGirlStyle(Animation Only).7z 601 DoggyStyle: Clip: 601DoggyStyle(Clip Only).7z Animation files: 601DoggyStyle(Animation Files Only).7z Don't mind the fraps clip i got small set back when my video card got smoked so i am currently working on my crappy on-board video card. Till i have saved enough to buy new decent video card. Right now i found a way to make the bounce of the breast look more like oblivion and am just using cyclic animations so i wont have to make the bounce frame by frame like i used to this will save me lot of time.
Imperfection Posted August 5, 2014 Posted August 5, 2014 A little confused...I used Type 3M body which doesn't require the actual BNB skeleton.nif other than the one included in Sexout. Would I still need to get the BNB skeleton.nif file from here or the Nexus to get these new anims to work or will they work with my current Type3M mesh? Even if you use a body with no bounce enabled you should still use this skeleton as it is considered the defacto standard at this point. http://www.nexusmods.com/newvegas/mods/45229/?
vman0341 Posted August 8, 2014 Posted August 8, 2014 A little confused...I used Type 3M body which doesn't require the actual BNB skeleton.nif other than the one included in Sexout. Would I still need to get the BNB skeleton.nif file from here or the Nexus to get these new anims to work or will they work with my current Type3M mesh? Even if you use a body with no bounce enabled you should still use this skeleton as it is considered the defacto standard at this point. http://www.nexusmods.com/newvegas/mods/45229/? They should work just fine, but you will miss out on the great work of arma in reguards to the animated penis which makes his animations all the more fun. i would refer you to the main sexout post which states in its requirements for the bnb faff compatible skeleton. This does not mean you need bnb body but the skeleton is what everyone modding sexout is using and by extension all animations are designed to be used with said skeleton. I would suggest you use it to avoid potential missing bones in future animations.
D_ManXX2 Posted August 8, 2014 Posted August 8, 2014 Some new Wall and floor animation: Soon: Clip: NewWallSexAnimation.7z Blender has many constrains witch only now i started to use seem the possibilities are endless.
Guest tomm434 Posted August 8, 2014 Posted August 8, 2014 Whoah. THis would be hard to implement. I know no possible way to detect a wall and set appropriate place and angle by script (Well it's possible but very hard and tedious). So I think this will be used by modders who created a marker before calling Sexout. Also - this anim is awesome!
Imperfection Posted August 8, 2014 Posted August 8, 2014 Nice work D_ManXX2, that anim looks really great, cool to see more "environment influenced" positions.
panthercom Posted August 9, 2014 Posted August 9, 2014 Have the animation spawn a chair, like what is done with the props in the ZAZ animations. Or do a new ZAZ animation, the creator seems pretty cool, he'd probably support that. Some new Wall and floor animation: Soon: NewWallSexAnimationXX1.jpgNewWallSexAnimationXX2.jpgNewWallSexAnimationXX3.jpg Clip: NewWallSexAnimation.7z Blender has many constrains witch only now i started to use seem the possibilities are endless.
Halstrom Posted August 9, 2014 Posted August 9, 2014 Hmm, doesn't Sexout have a function to specify the X/Y/Z co-ordinates of an act? Can it be done? Then basically if a plugin calls wall/bench/ceiling sex it would be responsible for giving those co-ordinates and angle facing to Sexout to make it work.
D_ManXX2 Posted August 9, 2014 Posted August 9, 2014 The mesh you seen the hands attached too is solid object, the floor constrains will force the hands on the object without making it go through it. So it could also bounce from it theoretically. But never through it. The feet also have 2 solid object with floor constrains. So the feet never clips with this mesh. I am not sure yet about in game i could make it an invisible mesh attached to the hands to when the animation plays you see only the hands but the floor mesh is invisible so in game it will look more natural that way when in game the feet never goes underground like could happen now when animation plays normally.
beck11 Posted August 11, 2014 Posted August 11, 2014 Nice to see FNV animations still going strong. Good Stuff.
Thenryb Posted August 11, 2014 Posted August 11, 2014 Nice to see FNV animations still going strong. Good Stuff. Me too. FNV animators seem to be light years ahead of those in Skyrim. There are probably technical reasons for this difference which I do not understand. I think I recall a comment (perhaps by Prideslayer) that Oblivion animations were superior to all. Even if that is so, I cannot bring myself to play that game anymore.
Amra72 Posted September 3, 2014 Author Posted September 3, 2014 Thank you from all the animators Edit: Soon New anim 3P Resources for modders
Gurofiend24 Posted September 8, 2014 Posted September 8, 2014 Is there a way to make some animations play more often than others? or a way for only a few choice ones play when you ask?
ChancellorKremlin Posted September 8, 2014 Posted September 8, 2014 That animation is amazing Amra! Do you think there's any chance you can make that for two males and one female, like 5301? In fact, I think all of the current 3p anims could use some of your magic
sullivan Posted September 8, 2014 Posted September 8, 2014 Looks Great (as usual) Amra! That animation is amazing Amra! Do you think there's any chance you can make that for two males and one female, like 5301? In fact, I think all of the current 3p anims could use some of your magic I couldn't agre more, especially the reverse cowgirl DP.
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