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Auto camera during sexlab scenes mod


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Posted

Is there a mod that adds dynamic camera angles/movements during sexlab scenes? If youve looked at all of Komotors animations you know what im talking about. Some of his animations, when youre not in freecam mode, have special camera movements, zoom ins and outs, moving around etc. How did he even do that?

Posted
10 hours ago, Moonpaw said:

How did he even do that?

 

By moving the camera node in the animation itself as far as I know. I have a feeling it wouldn't be a popular opinion to remake all animations with altered camera motion.

Posted
1 hour ago, traison said:

By moving the camera node in the animation itself as far as I know.

 

Topic caught my attentions and your response even more - my question is, if that's possible - what toolchain would be required to batch-reset all animations that tries to do anything "fancy"(*) with camera node to a state that is somehow close to "neutral" position (close enough but not too close to scene center) - so it then may be handled by independent mods during playback, without weird offsets and other unpleasant side effects (like permanently frozen/broken zoom in/out controls)?

 

___________

*) most likely there are better words to describe that but I believe they are commonly classified as highly offensive ones...

Posted
1 hour ago, PippinTom said:

...what toolchain would be required to batch-reset all animations...

 

Havok Content Tools no doubt, but batch processing something like this might be a bit optimistic. The only posibility I could see is if hkx to xml conversion actually produces an xml file, and if that xml file actually contains all keyframes for animations. If this is the case it should be easy to remove all keyframes relating to the camera node. Lots of assumptions here.

 

There is a project on my todo list that's kind of similar to this. I want to remove belly node movements from animations. These seem to have become more popular in recent years. I'm fairly certain using a physics system with this effect will override animation node movements, but I'm not 100% certain on that (could be additive?). Need to start with determining whether or not this is an actual problem.

 

1 hour ago, PippinTom said:

...camera node to a state that is somehow close to "neutral" position...

 

I would go by the assumption that neutral is when the camera node is not even mentioned in the animation. Otherwise using some vanilla idle animation as an example seems like the best approach - perhaps camera related information can be copied over from xml to xml making the job even easier.

 

1 hour ago, PippinTom said:

...like permanently frozen/broken zoom in/out controls...

 

For this I'd be looking for some kind of flags or properties in the animation, in the behaviour files or perhaps the IDLE records. For instance, what kind of options does FNIS provide in its FNIS_*_List.txt files? If you need examples, then compare the vanilla lay down idle animation to the standing arms crossed idle animation. The laying animation disables the use of powers (and probably other things too like shouts and spells).

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