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Procedural Penis Animations/Collision [Beta]


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Posted

Theirs nothing proprietary about my code, it just a mess of poorly documented shit that I'm embarrassed for the public to see.

Posted

Not trying to sound snarky or anything, but what is the purpose of adding more points/nodes?  From what I have seen, the appendage being adjusted only follows a certain number of points/nodes before ignoring the rest.  From what I have tested on my side, it's three.  After three, the additional points/nodes are ignored by the animation.

 

I thought adding more would help the animation run smoother by setting a set path.

Posted
On 2/4/2026 at 10:51 PM, lorivn said:

You gotta show me a before/after. Idk what I'm suppose to be looking at. If the tip looks weird, that's due to the penis mesh. Nothing can be done other than using a different penis or re-painting the vertex weights in bodyslide


I didn't understand at first (I'm not an advanced user to see/know this kind of thing) but yea I can see a little now what you mean, most of the penis types in TNG have different weights/colors, and in the end they cause what happens in the screenshot, where the tip or the penis itself is misaligned.
 

Spoiler

ScreenShot14.png.73ba24eec81c8bd5311ba4657fb34b1b.png

The penis .nif file:
 

Spoiler

image.png.b2b88a9ce0f8d35f670c17ad8c6e1c5d.png

Anyway, the purpose of this post is simply to say: ah, now I understand what you mean, thank you lmao

Posted
3 hours ago, Little Moon said:

Not trying to sound snarky or anything, but what is the purpose of adding more points/nodes?  From what I have seen, the appendage being adjusted only follows a certain number of points/nodes before ignoring the rest.  From what I have tested on my side, it's three.  After three, the additional points/nodes are ignored by the animation.

 

I thought adding more would help the animation run smoother by setting a set path.

It works fine. You've likely misunderstood some stuff. The in-game editor can be buggy with adding/removing points on the spline. It was only really designed for moving them around I never bothered to test the adding/removing functionality. 

 

If you want some weird shape to test:

[Vagina.Position]
Anchor = "NPC Pelvis [Pelv]"
Offset = [-0.0482393, -1.21844, -3.96339]
CollisionCylinderRadius = 1.2
CollisionCylinderHeightModifier = 1.0

[[Vagina.Position.DepthWaypoints]]
Offset = [-0.0567995, 0.719512, 4.95155]
CornerSmoothing = 0.5
CollisionRadius = 4.0

[[Vagina.Position.DepthWaypoints]]
Anchor = "NPC Spine1 [Spn1]"
Offset = [0.0378819, 4.76457, -8.53981]
CornerSmoothing = 0.5
CollisionRadius = 4.0

[[Vagina.Position.DepthWaypoints]]
Offset = [0.852028, -1.52181, 3.98355]
CornerSmoothing = 0.5

[[Vagina.Position.DepthWaypoints]]
Offset = [-3.3392, 0.720532, 1.92563]
CornerSmoothing = 0.5

[[Vagina.Position.DepthWaypoints]]
Offset = [-1.9949, 0.172843, -3.45448]
CornerSmoothing = 0.5

Posted

Did something major change between 22B and 28B related to physics?  Cause now when I switch my 3BA from SMP to CBPC using the hotkey, the hole in question stops opening

Posted
7 hours ago, no_way said:

Did something major change between 22B and 28B related to physics?  Cause now when I switch my 3BA from SMP to CBPC using the hotkey, the hole in question stops opening

 

To me that sounds like PPA never handled opening in the first place. Check your config. Make sure PPA is working by disabling both SMP and CBPC; and when I say disable, don't use some MCM menu to do it: remove or rename the dll files.

Posted

I spent hours last night going through various animations to see if they needed adjustments after installing this mod.  I've come to realize some animations, while really good, are so fucked that you can't really correct alignments and whatnot.  Chaurus animations, for example.

 

Still, hours doing maintenance...  Should I be concerned?  lol  It was enjoyable.

Posted

If im using CBBE, himbo, faster SMP, and TNG (the new gentleman)... this should work and be compatible? Sound like it works from the description even if other stuff is preferred?

Posted
7 minutes ago, Leonel777 said:

how do i change the hotkeys>? my f5 is bound to hardsave and using that reloads the config

 

See the HOTKEYS section of accurate-penetration.toml.

Posted

With the edition of vibration...absolute peak, officially switching out SexLab Sex Sound 0.14.0, I've got no words. 

a man in a suit is holding a piece of paper in his hand

Posted
4 hours ago, Burensc said:

If im using CBBE, himbo, faster SMP, and TNG (the new gentleman)... this should work and be compatible? Sound like it works from the description even if other stuff is preferred?

it should be compatible but i would add 3ba or bhunp

Posted (edited)

If I would like to keep SexLab controlling mouth opening and expressions, what exactly do I have to change in the PPA toml file? There is this section in the toml file regarding expressions, with the comment "# -> [DELETE THIS TO DISABLE ORAL MOUTH OPENINGS] <-".

 

What exactly is "THIS"? The whole section I posted in the spoiler below maybe?

 

Spoiler

# -> [DELETE THIS TO DISABLE ORAL MOUTH OPENINGS] <-
# ─────────────────────────
# Mouth Opening Animation
# ─────────────────────────
# Controls facial expressions during blowjob scenes.
# Presets are matched by target orifice and scene context.
# When multiple presets match, the highest Priority wins.
#
# This mouth preset is optional since SexLab already handles mouth opening.
#
[[FacialPreset]]
# Activates when mouth is penetrated
Targets = ["Mouth"]
# Very high priority to make sure it's selected before other presets (If you have others)..)
Priority = 99999
OverrideExpressions = false
OverrideModifiers = false
# Zero out other phonemes that we aren't using
OverridePhonemes = true
Smoothing = 8.0

# Phoneme/Expression/Modifier Effects
# ────────────────────────────────────
# Each effect controls a facial morph target.
#
#   Type        = Effect type ("Phoneme", "Expression", "Modifier", "MFEE")
#   Index       = Morph index number
#   TargetValue = Target blend value (0.0–1.0 for vanilla, higher for MFEE)
#   MinTargetValue      = (Optional) Minimum value when using depth scaling
#   MinPenetrationDepth = (Optional) Depth at which effect starts
#   MaxPenetrationDepth = (Optional) Depth at which effect reaches TargetValue
#
# View the mod page for more advanced configuration options.
#       !You can define UNLIMITED effects per preset!
[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 0
TargetValue = 0.75

[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 1
TargetValue = 0.75

[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 5
TargetValue = 1.0

[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 6
TargetValue = 1.0

[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 7
TargetValue = 1.0

[[FacialPreset.Effects]]
Type = "Phoneme"
Index = 9
TargetValue = 0.68

 

Edited by Gudulba
Posted

Any tips on how to make this work with SOFTBODY 1.67? I don't use the latest one and with the with the patch provided on the softbody modpage anal opening doesn't work. 

Posted
2 hours ago, Gudulba said:

What exactly is "THIS"?

 

Every section starting with "FacialPreset". I imagine deleting the "Mouth.Position" section would do it as well.

 

Also I wouldn't delete when you can comment it out. Easier to add it back later:

#[[FacialPreset]]
#Targets = ["Mouth"]
#Priority = 10
#PenisSizeMax = 40.0
#OverridePhonemes = true
...

 

Posted
4 minutes ago, xxxamogusxxx said:

Any tips on how to make this work with SOFTBODY 1.67? I don't use the latest one and with the with the patch provided on the softbody modpage anal opening doesn't work. 

 

Make sure softbody uses the same anal nodes as is listed in the Anus section of accurate-penetration.toml. You can see these in Outfit Studio for instance. Look for the bones with weightpaint around the back door.

Posted
49 minutes ago, traison said:

 

Make sure softbody uses the same anal nodes as is listed in the Anus section of accurate-penetration.toml. You can see these in Outfit Studio for instance. Look for the bones with weightpaint around the back door.

Thanks, opened softbody 1.67 nif in outfitstudio and it looks like it doesn't have anal bones at all unless i'm missing something. Gotta reserve an evening to learn how to use outfistudio i guess.

Posted
4 hours ago, traison said:

Also I wouldn't delete when you can comment it out. Easier to add it back later

 

If you comment it out, and then use in-game menu to adjust anything bone-related, and then "save" - whole section gets deleted from .toml anyway.

Posted (edited)
2 hours ago, PippinTom said:

If you comment it out, and then use in-game menu to adjust anything bone-related, and then "save" - whole section gets deleted from .toml anyway.

 

Yeah not sure what's up with that as it only seems to wreck the facial presets section. Either it writes the file in chunks, only changing edited parts, or there's something wrong with the preset serializer. May want to stick to doing edits in a text editor until later versions.

Edited by traison
Wth did I write? I swear I'm not drunk.
Posted
1 hour ago, PippinTom said:

 

If you comment it out, and then use in-game menu to adjust anything bone-related, and then "save" - whole section gets deleted from .toml anyway.

For this reason I no longer use SKSE Menu Framework with this mod since when you save the changes in the game and then go to review the tolm it turns out that it has altered its structure by moving spaces, eliminating custom modifications like the one mentioned, I prefer to continue with the notepad++ and switch ingame method to modify alignment and position

Posted
1 hour ago, Little Moon said:

So, I see an update came out.  Does updating wipe all the animation configurations you've made on previous versions?

Your personal edits are saved in a separate file, just make sure to "inherit" it between updates.

Posted

The DLL was compiled in a way that is not compatible with AE v1.6.659 / SKSE 2.2.3. 

Important: There are two seperate branches of SKSE 2.2.3: Steam and GOG. 

For this mod to work on my system, i would need a DLL compatible with SKSE 2.2.3 GOG, not SKSE 2.2.3 Steam.

Posted
2 hours ago, bitnuke said:

The DLL was compiled in a way that is not compatible with AE v1.6.659 / SKSE 2.2.3. 

Important: There are two seperate branches of SKSE 2.2.3: Steam and GOG. 

For this mod to work on my system, i would need a DLL compatible with SKSE 2.2.3 GOG, not SKSE 2.2.3 Steam.

Just to point out why this is an issue before people say "just update your Skyrim", there are some major issues people are having with the most recent GOG version and Bethesda is too lazy to fix them. Rolling back to .659 is what a lot of people have chosen to do as it's probably the most stable GOG version and it has a lot of .dll support already.

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