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SexoutNG - Stable Release '97


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Posted

Thanks Pride, I'll talk to her about it. Strange that she doesn't have that problem though.

 

In any case, thanks. I do want to add it though, if only because a nice, romantic kissing animation is such a rare flower to have in FNV.

Posted

Thanks Pride, I'll talk to her about it. Strange that she doesn't have that problem though.

 

In any case, thanks. I do want to add it though, if only because a nice, romantic kissing animation is such a rare flower to have in FNV.

If she or someone can fix it then I have no problem including it.

 

I've attached my test ESP that you and she can look at if desired. It sets the animation up as 961 and expects the two files to be in data/meshes/characters/_male/idleanims/SexoutNG/aj/

Posted

Also you can see right in the geck that it's not "right" without having to go into the game.

 

Just open up an NPC window and tick 'full' on the preview, and then click on the animation in the idle animations manager. You'll see the NPC 'swing' around to one side or the other.

 

In a "correct" animation for NG, like the vanilla ones, this preview should only show them playing the animation without changing their position or rotating -- unless that's part of the animation.

 

If the NPC moves to one side or the other, or up or down, or their entire body rotates to face another direction -- something is wrong with the export.

Posted

Would be awesome if the kiss was aligned and in the base sexout, I want to have a chance for some johns to eventually fall in love with you in Soliciting...

 

Hey, if you find fixing misaligned animation great fun (:P), why don't you fix the 3-somes

Posted

This one.

 

It's not even a "Sexout" animation, I just wanted to add the option to kiss into SexoutSex. The animation is called perfectly via dialogue thanks to your comprehensive tutorial, it's just facing the wrong direction.

 

import the animation in blender then use gerra script and rotate bip01 nonaccuum 180 degrees. Then export that file again, that should fix the animation ingame.

 

even if the animation was baked gerra script will fix the angle fast. so doing it manually in nifscope is not really needed anymore.

Posted

I'll give that a whirl later today DMan, thanks for the tip. I think I'll just "unrotate" them both, since their rotation is also translating -- more like an 'orbit' around the center of the scene, so they both need fixed or the offset required for the animation to work is going to be large.

Posted

Ingame, the only actor that seemingly needs changing is the one facing 180 degress the wrong way. The other one seems fine, and the distance between the two is closed when the wrong facing actor leans in for the kiss.

Posted

Hey, if you find fixing misaligned animation great fun ( :P), why don't you fix the 3-somes

Yeah uh... sorry.

 

 

 

This one.

 

It's not even a "Sexout" animation, I just wanted to add the option to kiss into SexoutSex. The animation is called perfectly via dialogue thanks to your comprehensive tutorial, it's just facing the wrong direction.

 

import the animation in blender then use gerra script and rotate bip01 nonaccuum 180 degrees. Then export that file again, that should fix the animation ingame.

 

even if the animation was baked gerra script will fix the angle fast. so doing it manually in nifscope is not really needed anymore.

 

Just noticed you said Blender. Blargh. What all am I going to need in order to try this? You're saying I can import the kf and just run this script and then export, or do I need to do it in the blend file, or what? Thought this was a niflib commandline type thing when I first read it.

Posted

Can someone test if this fixes the angle ??

 

 

 

 

I am not sure what the animator was aiming for. but it seem to have made the frames 400 but the text file is only analyzing 250 or something frames. so i am not even sure if the animation was working right to begin with.

Posted

 

 

Just noticed you said Blender. Blargh. What all am I going to need in order to try this? You're saying I can import the kf and just run this script and then export, or do I need to do it in the blend file, or what? Thought this was a niflib commandline type thing when I first read it.

 

the animator included an blend file so all that was require this time was select all bones go into script section look for gerra scripts and then switch the angle of bip01NonAccuum to 180 degrees. That will make the animation face correctly again if using sexout plugin.

 

The real problem is sexout script. it seem if the one animation is facing correctly forward then sexout will rotate the second animation 180 degrees so in order to have them work right in-game, the animator must make bip01NonAccum face 90 degrees and second armature has to have the angle for bip01NonAccuum to -90 or else sexout will make them wrong angle with the animation plays.

 

 

Posted

I'll test your fix in just a second.

 

The problem isn't in Sexout, it treats nearly all animations exactly like the vanilla engine does. Both expect the actors to keep their positions and orientations when the animation is started, and they then handle the positioning and rotation themselves. This makes the code in much easier because the position and orientation of the actors is always known and predictable.

 

There are a few sexout animations that break this rule either on accident (one of the dog+person ones), or intentionally (doggy style must turn one of the actors around). None of the vanilla game animations break the rule except the ones that are transitional, such as turning around to sit in a chair.

Posted

if it was rotated too far then ChancellorKremlin did not explain it well. it did not need to be rotated 180 but -90 if all else fails ask AJ to redo the animation i am not not the one who made it.

 

Open his blend file in blender, and you will see he made the animation really high up. not sure why he made that animation so high. This will make it really difficult to fix. Especially if he also changed bip01. that is why they say never to rotate this bone at all.

Posted

Have either of you tried to actually play the animation ingame like I have so you can both see I am not making this up?

 

I know it shows differently in blender, and what not. But I have seen this anim WORK when not called by Sexout, and I have seen one of the actors turned 180 degrees the wrong way WHEN called by Sexout. That was it, no height difference, no wrong angles for the other actor, just that.

 

I actually still think you nailed it on the head with Sexout rotating the actor 180 degrees the other way, as that's the only thing that explains what I'm seeing ingame, not to mention the anim works perfectly well if used independent of Sexout.

Posted

Have either of you tried to actually play the animation ingame like I have so you can both see I am not making this up?

I believe I did, and also uploaded a demo ESP showing exactly the same issue you're having, when used with sexout. DMan's fix made it 90 off instead of 180 but also lifted it up into the air.

 

I actually still think you nailed it on the head with Sexout rotating the actor 180 degrees the other way, as that's the only thing that explains what I'm seeing ingame,

That's obviously at the core of the issue.

 

not to mention the anim works perfectly well if used independent of Sexout.

Any animation will. If it moves or spins the actors around though, then it's *not* going to work in sexout. That was the whole point of this I thought? After all, this is the sexout thread.

Posted

@Krem:  You are going to call the kiss animation with a sexout cios, yes?  Just checking for the purposes of SO Character Resize.

Posted

So just to be clear: in order to install the basic Sexout framework, I have to install a script extender extender, and in order to install that, I have to install some obscure custom fork of some old mod manager?

Posted

So just to be clear: in order to install the basic Sexout framework, I have to install a script extender extender, and in order to install that, I have to install some obscure custom fork of some old mod manager?

 

Short: Yes.

 

Long: You need the extender extender. But you don't 'have to install some obscure fork of some old mod manager'. If you want, you can install anything manualy. Or - instead of installing some obscure fork of some old mod manager - you could install and use the most recent version of the actually best mod manager for Fallout found here: http://www.loverslab.com/topic/17895-fomm-custom-build-0149/

 

 

Posted

So just to be clear: in order to install the basic Sexout framework, I have to install a script extender extender, and in order to install that, I have to install some obscure custom fork of some old mod manager?

 

Just so you know, the wheel is old and it's still as useful as ever!

 

Age is not a viable way of judging something's usefulness. In fact, given that LL is still actively updating  FOMM maybe it isn't as old as you think.

 

And to answer your question, of course you have to install all that! But you already knew that.

 

So there you go, a narky answer to a narky rhetorical question.

Posted

So just to be clear: in order to install the basic Sexout framework, I have to install a script extender extender, and in order to install that, I have to install some obscure custom fork of some old mod manager?

If old is an updated currently worked on and consonantly improved version of FOMM that has been updated in the OP February 17th 2014 then it is old. If that is the issue the mods you are going to use are ancient compared to the manager.

 

Here is the link to the current "Old" version of FOMM that is needed. It was updated "edited" February 17th. Oh also one of the developers of the "Ancient" version of FOMM is currently working on this "Old" version of FOMM as we speak.

 

FYI: not only is FOMM needed for the extender installation but is strongly advised to be used for all the Sexout mod installation. Many mod creators for Sexout won't support NMM or MO with their mods.

 

Posted

Any animation will. If it moves or spins the actors around though, then it's *not* going to work in sexout. That was the whole point of this I thought? After all, this is the sexout thread.

That's what I don't understand though, the default anim doesn't move or spin the actors around. They stay facing each other as they do during dialogue, then one approaches the other and kisses. There is no spinning or any other kind of movement other than the shift forward.

 

@Krem:  You are going to call the kiss animation with a sexout cios, yes?  Just checking for the purposes of SO Character Resize.

I was intending to, yes, but now I'm reconsidering it. It will probably be easier to call independently.

Posted

 

Any animation will. If it moves or spins the actors around though, then it's *not* going to work in sexout. That was the whole point of this I thought? After all, this is the sexout thread.

That's what I don't understand though, the default anim doesn't move or spin the actors around. They stay facing each other as they do during dialogue, then one approaches the other and kisses. There is no spinning or any other kind of movement other than the shift forward.

 

You're... confused. The anim absolutely does spin both actors around. You can see it in the geck, plain as day. You can see it in my demo ESP both in the end result when using it with sexout, or if you simply play the animations without sexout involved at all, via PlayIdle SNG961a or PlayIdle SNG961b.

 

Both animations without sexout involved *do* move and rotate the actor playing them.

 

"Proof" attached since you seem to not believe me. Poor quality but good enough to see what's going on.

 

If you think it's not doing that just because the youtube clip doesn't show it -- that's because, simply, the youtube clip doesn't show it.

Posted

Ah, OK, I see the issue. The anims is designed to be used through a "cloning" script that clones the player and plays the anim in front of the original, which would require the actors be rotated. It wasn't made with Sexout's TFC in mind. 

 

In that case, I'm not sure what angle the rotation would have to be changed to since now there's more than one actor involved.

Posted

Ah, OK, I see the issue. The anims is designed to be used through a "cloning" script that clones the player and plays the anim in front of the original, which would require the actors be rotated. It wasn't made with Sexout's TFC in mind. 

 

In that case, I'm not sure what angle the rotation would have to be changed to since now there's more than one actor involved.

The "right" thing to do is still the same, for AJ (or any other animator): Get rid of the animation and translation of bip01 in the animation files. This will make it work correctly in sexout, other standalone mods, etc. It doesn't really matter that it's intended to be played on an NPC and a clone of the PC, or two unrelated NPCs.

 

After that, whatever AJ is doing with it will stop working -- then that ESP/ESM will need to be adjusted to just move the clone and NPC (or whatever actors) to a position where they're visible to the PC.

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