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Procedural Penis Animations/Collision [Beta]


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Posted
28 minutes ago, asdt123123 said:

That's just the nature of the mod. It thinks that penis is offset, and inserts it. You'll have to toggle the mod on/off during some scenes. In the future we'll be able to annotate these types of animations to avoid stuff like this, but that's low priority right now. 

So do you have it working for beasties as well now? 

How will it effect Druga?

Posted

hi, amazing mod btw, but it barely works for me by default, so i went and did the ninodes in nifscope, but im dumb as rocks so i dont understand were should i place the x,y,z settings 

im using 3ba ube anus, and i placed the first node x,y in vagina offset, and the second node x,y in anus and left everything else default but all animations trigger a vagina collision even if it says anal so were did i go wrong HELP xd, i need more specific info on were the nodes x,y,z go 

Posted

Is it possible, after toggling it on or off (via ~F2), to add a flag/marker to the current animation, so that the next time this animation is played, mod will automatically be enabled or disabled?

For animations without a marker, mod would be enabled by default.

For quite a long time, many animations would still not be properly compatible. Thank you.

(Translate from ai)

Posted

amazing work.

now do the same with other parts (like make hands actually grab the other actor, mouths actually kiss)

Posted (edited)

Turned on bonedebug in the config and saw this in game. Should those red X's be there? Same thing happened when i turned on collisiondebug as well. Just a bunch of red X's. Also, did you get a chance to test the config file i posted to see if it worked on your end?bonetoggleexample.png.60da0a04f2ffa4ba239edcec96124ce8.png

Edited by JL28
grammar edit
Posted
3 minutes ago, JL28 said:

Turned on bonedebug in the config and saw this in game. Should those red X's be there? Same thing happened when i turned on collisiondebug as well. Just a bunch of red X's. Also, did you get a chance to test the config file i posted to see if it worked on your end?bonetoggleexample.png.60da0a04f2ffa4ba239edcec96124ce8.png

Yes that's what the debug is. It's showing you where you placed your virtual vagina/anus bones. So that looks like it's the vagina start and vagina end markers. That penis looks absolutely fucked btw, like a 100 day old sausage. If it causes distortion in the penis, then it doesn't have proper bone vertex painting and you should try a different one. 

Posted
37 minutes ago, gareb1 said:

Thank you for your work on this. Will it work better if i use 3Ba full smp? Thanks again.

Doesn't matter. It's purely up to you what you want. SMP = needs HookPosition 2 in the config though for it to look good though (And Faster-HDTSMP)

Posted
49 minutes ago, asdt123123 said:

Doesn't matter. It's purely up to you what you want. SMP = needs HookPosition 2 in the config though for it to look good though (And Faster-HDTSMP)

Awesome. Thanks

Posted
1 hour ago, _CJ_ said:

amazing work.

now do the same with other parts (like make hands actually grab the other actor, mouths actually kiss)

 

why not ask them politely instead

Posted (edited)

So I wanted to show some of you guys the problem with the schlong rigs. That way you'll understand why some creature schlongs just don't line up perfectly. This could be solvable by fixing the vertex skinning and potentially bone positions per penis mesh. 


This is all done in Outfit Studio (Bodyslide) if you want to check it out yourself!

Quick lesson: This is showing bone vertex weights. The color is showing you HOW MUCH influence this bone has over this part of the mesh.  Dark blue = virtually none, RED = total control. Think of it as a 1-100% scale. Those DOTS you see are the skeleton nodes PPA is moving. PPA only physically sees skeleton positions, and essentially creates it's own virtual assessment of what the schlong must look like in order to move it. 


Here's the "VectorPlexus Regular" schlong from SOS (Refined Baka SOS SMP Patch).

Notice how every bone is properly painted, and mostly has perfect influence over their respective segment. Red = total control, dark blue = virtually no control. This is pretty much perfect. COULD be more perfect, but you wouldn't even notice the imperfections in-game unless  you REALLY looked hard. Which at that point, chill out lol
120673c256a57142fc498b8bd7305d46.png

Here's TRX Male.

Notice how half the schlong is controlled by a single bone. This is why you see such quick transitions in bends with the tip. The tip has virtually total control over half the penis. HOWEVER, this could be solved in Bodyslide if you shrink the tip mesh since TRX has bodyslide presets:

ca53775686ec2499b2d84d48aa85f415.png


Ok that's human schlongs. 


Now check out this horse schlong from BakaFactory.

Notice the issue? Our "HS 5" has greater influence over the next "HS 6" bone. MORE than the "HS 6" has influence over it's own segment. For animators, this is a non-issue - the schlong is skinned well and they can just make adjustments to fix the oddness. FOR US? It's fundamentally broken in the eyes of the algorithm. 

 

ecf8fd1c5e93bc139fea562005d0d372.png

 

 

You can see here, if we just slightly bend that "HS 5" node, our "HS 6" node is completely offset for it's own segment - because it doesn't have high enough vertex weight for it's own position/segment. The weight would need to be at it's HIGHEST (top priority) where the bone physically is, and taper in front and behind:

a6604ab2acdf7e71ea72b181e934bc1e.png


If we quickly repaint it (I did a poor job) you can see that this bone no longer offsets it's child bone. If we made the child bone blue. That CRINK you see is intentional, we're only rotating one bone:

4892d7ae924c81ad7d5c3403c4b1e977.png


Now you can see, we're able to PERFECTLY move the penis (Those little issues you see are from the vertex paints not being perfectly accurate, this is just an example):

22b7a8fd8606dec25010eb864b3c8e4d.png

Here's how our (Poorly painted) corrected horse penis looks in game. When I pause the game, it returns to what the animation looks like due to my re-painted penis. You can see our edits DO distort the penis. You might be able to solve this somewhat however by giving each node low vertex paint over the whole penis. And if you're wondering "Why doesn't it look perfect?" - I just quickly painted the vertexes. You need to be pretty accurate when painting or the mesh wont flex as well. 

5da9fde34131ef18c360b7846d26e420.gif

Now unfortunately, I reviewed a bunch of horse penis meshes (Was not fun?) and BakaFactory's is the absolute best. So ABC is our best option atm.

 

Could this be fixed by me through code? Maaaybe - but since the weight  values are not consistent between segments either it will likely still introduce other issues like artifacts. It's also a bit complicated since the default pose of the penis isn't linear but has bends in it. 

 

The honest  catch-all solution would be for a talented artist like BakaFactory to re-weight these meshes. But that could also effect animations a little that were created using these weights. HOWEVER - ABC's adjustments already does that to a lot of non-ABC rigged animations so its not that big of a deal IMO. 

 

Anyways, this should answer the question of: Why does this schlong bend a bit weird VS this schlong. Maybe you learned something about vertex weights, maybe you're wondering why this guy is transforming horse cocks in outfit studio. 

 

You can also try:
"PreserveSchlongHavokState": true,

And or:
"SolverDynamicBendProjection": true,

In the config which attempts to calculate how the schlong is designed to bend. "PreserveSchlongHavokState" mostly just tells my system "Take the current animation state as it exists, and simply try to bend the schlong". Which can MAYBE create issues on it's own if the animation is messing with scaling a lot (Like maybe to create a 'tight' fit animation or forskin movement). 

addon_HorseHard.zip

Edited by asdt123123
Little bit more details added
Posted

For OStim compatibility: I can't test it myself since I use several mods that are incompatible with it and don't want to make a mod organizer instance specifically for it. 

 

If someone wants to be the tester, and VERIFIED the mod works on their installation (Sexlab, etc). DM me. I'll add support, you test, report back, etc. 

Posted

Interesting stuff on skinning, never really fully understood what the colors meant :D I honestly didn't notice huge issues with ABC Horse, just the slight offset difference but it's very minor to the kind of clipping we had before this mod so I really don't mind.  I suppose animators might animate very differently after this mod becomes more widespread. 

Posted
32 minutes ago, asdt123123 said:

For OStim compatibility: I can't test it myself since I use several mods that are incompatible with it and don't want to make a mod organizer instance specifically for it. 

 

If someone wants to be the tester, and VERIFIED the mod works on their installation (Sexlab, etc). DM me. I'll add support, you test, report back, etc. 

I can test if you want, i have a pretty solid ostim setup

Posted
11 minutes ago, TrollsCum said:

Are these mods are redundant now:

Selective SOS Physics Manager
CBPC Separate Anal Collision 2.2

Also I have a problem that every anal animations are goes into vagina. This is weird

???

 

First one is to prevent the floppy schlong from leaving by making it rigid during sex but you can fix this issue by aiming towards the deepest part of the body i've not noticed an issue without it

 

 

CBPC is ok but this mod does the job so much better and you can edit it on the fly without going into the mcm, added benefit is that it doesn't take a esp slot :)

 

Posted
5 hours ago, asdt123123 said:

Yes that's what the debug is. It's showing you where you placed your virtual vagina/anus bones. So that looks like it's the vagina start and vagina end markers. That penis looks absolutely fucked btw, like a 100 day old sausage. If it causes distortion in the penis, then it doesn't have proper bone vertex painting and you should try a different one. 

 

Okay just making sure the debug should look that way. Also that's just a customized UBE penis lol. I made it look kinda fucked on purpose since its on an ugly futa orc. It's not being warped or distorted by this mod.

Posted (edited)
2 hours ago, TrollsCum said:

 

I'd say yes, why? Because using this mod I can select vagina or anus in real time regardless of the animation tag, simply by moving the schlong with the standard controls, and the physics of each hole responds perfectly. I demonstrate this in some of my GIFs. I only use Sexlab v1.66b + 3BA with UBE anus + CBPC + This mod (CBPC is in complete control of the body physics; I only use FSMP for clothes).

 

2 hours ago, TrollsCum said:

Also I have a problem that every anal animations are goes into vagina. This is weird

 

As I said, use the controls that move the schlong to get the correct position in your preferred hole. If you have everything set up correctly, both holes should respond accordingly. It just works.

Edited by 深淵の神
Posted (edited)

 

 

2 hours ago, TrollsCum said:

every anal animations are goes into vagina

Here you can see how the change in real time from one hole to another continues to respect the physics of the movement correctly. @asdt123123 is a true magician! If in your animation the schlong is positioned in the wrong hole, just move it to your preferred hole, it's that simple.

Spoiler

fjgF8l4.gif

I imagine you already had certain settings saved in Sexlab where you manually aligned the Schlong to a preferred position for the animation to look better. This mod slightly changes those settings due to the wonderful magnetism this mod adds, and you only need to realign the Schlong again. In my case, I've only had to do this a few times, very few indeed. I have no idea if moving the shlong works the same in P+ or OStim, in which case you're f*cked up if not 💀

Edited by 深淵の神
Posted
7 hours ago, asdt123123 said:

Quick lesson: This is showing bone vertex weights. The color is showing you HOW MUCH influence this bone has over this part of the mesh.  Dark blue = virtually none, RED = total control. Think of it as a 1-100% scale. Those DOTS you see are the skeleton nodes PPA is moving. PPA only physically sees skeleton positions, and essentially creates it's own virtual assessment of what the schlong must look like in order to move it. 

That explains a lot to me how the bones work, I had the Idea, but you fleshed it out for me. after reading all that you have posted on this, I understand better why it may be easier over all to conform the penis to the vagina the revers. I am not to sure how well this would work, but making the bend more to the base having it move as well and have not total but maybe 50% controlled, it may help in reducing the bend in the middle of the shaft. Not even sure if you have divide up the control like that, its just a thought let me know if thats even something possible.

Posted
3 hours ago, 深淵の神 said:

 If in your animation the schlong is positioned in the wrong hole, just move it to your preferred hole, it's that simple.

That almost looks like something if fighting for control.

Posted
20 minutes ago, tonitrulupus said:

That almost looks like something if fighting for control.

 

NOPE, What you witnessed in the gif was me moving the schlong, not the schlong moving on its own. If I leave the schlong where I ordered it to, it stays there. I can switch from vagina to anus at will, and the schlong remains perfectly synchronized without jumping from one to the other. I repeat, I'm the one moving the schlong in the gif. Cheers

Posted
22 hours ago, asdt123123 said:

That's just the nature of the mod. It thinks that penis is offset, and inserts it. You'll have to toggle the mod on/off during some scenes. In the future we'll be able to annotate these types of animations to avoid stuff like this, but that's low priority right now. 

 

23 hours ago, Mizusawa_omega said:

i cant believe PAA can even working with ABC, you are so fantastic. 

i have some confusion, i use 3ba(full cbpc) and ube anus, should i install with ube patch? i can't see any difference.

erin race mouth position is very strange, how could i disable functions about mouth in PPA?

and these screenshots are using 0.11,this horse penis should not insert at this animation. does this fix in 0.12? ScreenShot117.png.5a0c2c37c021e0f83ff2023fa61f7299.pngScreenShot118.png.f25125bf50f66a4100aa0fac4014e3d1.png

what outfit is that she is so hot

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