Guest Posted July 21, 2014 Posted July 21, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. This
Dayelyte Posted July 21, 2014 Author Posted July 21, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. With good reason. The dogs equipment is a static mesh without any bones within it to control or animate it. ( aka SoS ) As such, without the control bones, there exists no means to move or animate this particular part of the dog. They could be created and the mesh weighted, but that would require: Skills I do not yet have within Max. A skeleton change in game for the dogs / wolves A rather large undertaking I think
Eikichi Onizuka Posted July 21, 2014 Posted July 21, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. You mean this ? Bounus Oral Animations (pussy and cock)
Eikichi Onizuka Posted July 21, 2014 Posted July 21, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. With good reason. The dogs equipment is a static mesh without any bones within it to control or animate it. ( aka SoS ) As such, without the control bones, there exists no means to move or animate this particular part of the dog. They could be created and the mesh weighted, but that would require: Skills I do not yet have within Max. A skeleton change in game for the dogs / wolves A rather large undertaking I think With the console command I can scale the size of the PC/NPCs/Followers, SetScale 1 is rhe default height, you can increase or reduce the scale of dogs, wolves, etc. .. similar to SetScale command ? or create a mod with the spell that allow it ? in this way you could have a perfect fit, no interpenetration between the body parts!
Dayelyte Posted July 21, 2014 Author Posted July 21, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. With good reason. The dogs equipment is a static mesh without any bones within it to control or animate it. ( aka SoS ) As such, without the control bones, there exists no means to move or animate this particular part of the dog. They could be created and the mesh weighted, but that would require: Skills I do not yet have within Max. A skeleton change in game for the dogs / wolves A rather large undertaking I think With the console command I can scale the size of the PC/NPCs/Followers, SetScale 1 is rhe default height, you can increase or reduce the scale of dogs, wolves, etc. .. similar to SetScale command ? or create a mod with the spell that allow it ? in this way you could have a perfect fit, no interpenetration between the body parts! Yup, but if we had a SoS type control skeleton for the canine package, you could modify the size, animate the deployment / erection and possibly even animate the " knot " itself. I should experiment with that with my oodles of free time lol
boo Posted July 21, 2014 Posted July 21, 2014 Darkening: I figured you might get a kick out of the recent ones A thought occured to me this morning right out of the blue. In much the same way the tails can be animated, so too can the male SoS package if my theory is right. It would require building the animations and behavior files separate from the main skeleton ( like the tails ) but if I'm correct, I should be able to animate the size, bend and / or angle during the animation itself instead of having to do it manually via the keyboard keys while an animation is playing. Will have to experiment with that. *afterthought* While possible, I don't know if most would actually WANT it considering their male packages are usually sized to their own preferences ranging from believable to omgputthatthingawaybeforeyouputsomeoneseyeout. I don't think they would want me specifying a size for them Please do this. I'll always take accuracy over size variation or whatever. Well, the accuracy issue will remain since folks use varying body sizes. Using anything taller or shorter than what I align with will still cause alignment problems unfortunately. The uniform scaling option fixes this, no?
Darkening Demise Posted July 21, 2014 Posted July 21, 2014 Knotting would be a great addition but doesn't seem likely.
Eikichi Onizuka Posted July 22, 2014 Posted July 22, 2014 I would say some sort of knotting animation would be awesome as a finisher. And I don't think one has been done before. With good reason. The dogs equipment is a static mesh without any bones within it to control or animate it. ( aka SoS ) As such, without the control bones, there exists no means to move or animate this particular part of the dog. They could be created and the mesh weighted, but that would require: Skills I do not yet have within Max. A skeleton change in game for the dogs / wolves A rather large undertaking I think With the console command I can scale the size of the PC/NPCs/Followers, SetScale 1 is rhe default height, you can increase or reduce the scale of dogs, wolves, etc. .. similar to SetScale command ? or create a mod with the spell that allow it ? in this way you could have a perfect fit, no interpenetration between the body parts! Yup, but if we had a SoS type control skeleton for the canine package, you could modify the size, animate the deployment / erection and possibly even animate the " knot " itself. I should experiment with that with my oodles of free time lol I Ask to Groovtama (author of XPMS Extended Skeleton) this question: "I'm sorry to bother you, since your matter.. it would be possible to make a skeleton for dogs, wolves, etc.. that has control of the SOS penis ?" and this is his response: "Attach the sos bones to the dog skeleton, the rest is b3ls or vectors domain."
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 Can easily be done. Would have to weight the mesh as well. Then hit it with nifskope magic to get it in fame. Afterwards, I think it would be treated like the tails in that a separate animation file would be required for every animation stage ( just for the SOS bones ) All theory of course
Cyndi Posted July 22, 2014 Posted July 22, 2014 You'd to tweak the base .hkx to recognize the new bones as well, otherwise you end up with stuff that doesn't animate right, or misbehaves oddly... Sort of like the old deflated boob and butt glitch people used to get all the time when tbbp first came out.
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 Are the genetalia bones within the skeleton.hkx files ? I don't recall seeing them in there, or was it the tails . . . . hell I can't remember now, they're all a blur at this point lol
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh )
KiWolfGirl Posted July 22, 2014 Posted July 22, 2014 omg it looks amazing, i cant wait Panic did a knotting, i mean its not perfectly going in but it looks good. also in those pictures iuki posted, they rotated one actor without rotating the other. Do you have to mess with the code for that or is there an option to just do that on the fly?
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 omg it looks amazing, i cant wait Panic did a knotting, i mean its not perfectly going in but it looks good. also in those pictures iuki posted, they rotated one actor without rotating the other. Do you have to mess with the code for that or is there an option to just do that on the fly? Explain this a bit. I can set whatever angle we need animation wise, but since the canine package is pretty much straight as an arrow, you're kinda limited on how much movement you can get away with while maintaining alignment accuracy.
dentarr Posted July 22, 2014 Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh ) FusRoVer_S3.gif Pretty curious how how all this will look in game On a side note I wouldnt bother with changing dog skeleton at this point... I mean... to what end? Thats just a lot of work for something most people wouldnt even recognise in the animation. Clipping/sizing issues would still occur. And as far as knotting stuff goes panic did it in the last animation and I bet it wouldnt get much better with all the skeletton tweaking. Also since you have 3 GREAT stages already completed, couldnt you share the .hkx so we could admire them in game?
streetmaniac Posted July 22, 2014 Posted July 22, 2014 On a side note I wouldnt bother with changing dog skeleton at this point... I mean... to what end? Thats just a lot of work for something most people wouldnt even recognise in the animation. this also @Dayelyte, amazing work as always!
Eikichi Onizuka Posted July 22, 2014 Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh ) FusRoVer_S3.gif Great! this is the right way.. I suggest you consult with Groovtama, could you give us some useful advice.. http://www.loverslab.com/user/28051-groovtama/
poblivion Posted July 22, 2014 Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh ) FusRoVer_S3.gif Great job, it looks perfect. This animation will be added to the next version SexLab?
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh ) FusRoVer_S3.gif Pretty curious how how all this will look in game On a side note I wouldnt bother with changing dog skeleton at this point... I mean... to what end? Thats just a lot of work for something most people wouldnt even recognise in the animation. Clipping/sizing issues would still occur. And as far as knotting stuff goes panic did it in the last animation and I bet it wouldnt get much better with all the skeletton tweaking. Also since you have 3 GREAT stages already completed, couldnt you share the .hkx so we could admire them in game? I need to try and add the tails in before I convert them. In addition, I have to tweak these for the wolves as well, so might be a bit before I have .hkx files ready.
nutluck Posted July 22, 2014 Posted July 22, 2014 More playing with canine positions. Initially tried a standing position, canine behind, front paws wrapped around actors waist. Didn't like the way the motion flowed. Not at all. Decided to scrap several hours worth of work and started again on a new position. Running out of positions that DO work and figured we already had a doggy style, so a slight variant of it: ( I'm sure it has an official name in some book somewhere as to what position it is, but meh ) FusRoVer_S3.gif Nice work as always.
Darkening Demise Posted July 22, 2014 Posted July 22, 2014 Just call the animation Doggy Style when time cums. Makes sense, simple, to the point, let's you focus on other things. :3
nutluck Posted July 22, 2014 Posted July 22, 2014 Just call the animation Doggy Style when time cums. Makes sense, simple, to the point, let's you focus on other things. :3 For the record for those curious it is called the Jockey position.
Dayelyte Posted July 22, 2014 Author Posted July 22, 2014 Just call the animation Doggy Style when time cums. Makes sense, simple, to the point, let's you focus on other things. :3 For the record for those curious it is called the Jockey position. Well there ya go The wolf skeleton is giving me shit for scene 2 for some reason. I'll have to figure out what its problem is lol
KiWolfGirl Posted July 23, 2014 Posted July 23, 2014 omg it looks amazing, i cant wait Panic did a knotting, i mean its not perfectly going in but it looks good. also in those pictures iuki posted, they rotated one actor without rotating the other. Do you have to mess with the code for that or is there an option to just do that on the fly? Explain this a bit. I can set whatever angle we need animation wise, but since the canine package is pretty much straight as an arrow, you're kinda limited on how much movement you can get away with while maintaining alignment accuracy. Its just the fourth state of his animation. It looks like this. I have updated my animationpack to V12 New stuff: - Improved all old canine animations (wolf and dog). - Added 1 new Initiate animation for wolf and dog. - Improved all PC animations and added tail motion. CanineR4.gif Next up is consensual animations for the canines. Are you thinking of making the dog turn around like they do after finishing? If so I hope you or somene can figure it out cuz 'd really like to see that
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