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Fiddly to initate it or issues with the animation itself ?

 

Animation is perfect, I'm terrible at this stuff so it was pretty hard to initiate it. Got my werewolf to cast spells though :P. How would other people go at initiating this stuff if you were the werewolf? I'd like to know if there's another way to do it. Right now I'm using the Smart Cast mod from NMM and the SexLab matchmaking spells with werewolf mastery after I got the ring to change some options so I can get the spells working for my werewolf.

 

LOL is it humping inigo?! Also I really like that werewolf texture. Do you know by chance if it works with mighty beasts?

 

Yea its humping Inigo so people can tell I'm not faking it :P, I don't think the animations will line up very well with mighty beasts since this animation uses the models that Dayelyte animated them after. I'm not 100% though.

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There will be some minor alignment issues, but the SexLab offsets should be able to handle them if necessary. The MB female werewolf is slightly smaller ( but is a much cleaner mesh ) than the one I used for animation alignments.

 

As far as initiating the animations while the player is in WW form, it will take a mod to do so as vanilla play does not allow spell casting nor combat sex.

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For a change of pace, I loaded in a Netch mesh / skeleton to play with to see if it was a possible candidate for future animating.

 

Sadly, the way it is built, there isn't enough geometry resolution in the tentacles to allow for smooth deformations to the degree we would need I think. Each tentacle is controlled by five bones and paired with the low res geometry, it wouldn't really allow enough fine control to make it worthwhile.

 

Certainly not enough to wrap around a character. To fix, someone would need to ramp up the geometry resolution and probably double the tentacle bone count at the very least.

 

So it looks like the Netch is a no-go for now :(

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Today was a slow day.  After messing with the netch and realizing it wasn't going to happen, I was a bit frustrated with it all so I just started animaing for fun.  Nothing serious, just decided to do something silly.  Afterwards, I had this fun plan to covertly place this animation in place of one of the others just to see what reaction I got after someone spotted it playing :D

 

One one those "OMGWHATTHEHELLISTHAT" moments.  The more I thought about it, the funnier it became lol.  

 

Though I figured I would at least show you all first before I tried testing it ingame :D

 

Boredom inspires insanity apparently lol

 

 

post-103460-0-21630100-1394846178_thumb.gif 

 

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Today was a slow day.  After messing with the netch and realizing it wasn't going to happen, I was a bit frustrated with it all so I just started animaing for fun.  Nothing serious, just decided to do something silly.  Afterwards, I had this fun plan to covertly place this animation in place of one of the others just to see what reaction I got after someone spotted it playing :D

 

One one those "OMGWHATTHEHELLISTHAT" moments.  The more I thought about it, the funnier it became lol.  

 

Though I figured I would at least show you all first before I tried testing it ingame :D

 

Boredom inspires insanity apparently lol

 

 

 

 

Err... I have no words...

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Best way to describe it is to picture a rubber hose about two feet long. Inside the hose place two sticks end to end each of them being a foot long apiece.

So, trying to bend the hose now can only happen at the junction of the sticks which really limits how flexible the hose is. It's the same for the netch, only with five sticks instead of two for each tentacle. It can flex, but it is a very course flex dictated by the length of the bones within instead of a finer one that is needed to wrap around the character or even the actors hands and feet.

To get the level of control I would need to grab a character, the tentacles would need somewhere along the lines of ten to twenty bones each ( the more the better which would create shorter distances between the joints ) which the vanilla asset just doesn't have.

I'll upload an image showing the problem when I'm back at my system.

 

*edit*

 

Screen shot from Max showing the netch skeleton.  Note the length of the tentacle bones and where the mesh flexes at the bone joints.

You can see since the bones are so damn long, it really limits how small of a loop you can form in the tentacle before it really starts distorting.  I stuck the female body in there just to give you an idea of how limited it really is.  Trying to wrap around that size body would distort it to the point where it is unusuable I think.  Trying to wrap around a wrist or ankle is all but out of the question sadly. 

 

On top of that, even IF the number of bones were increased, the geometry in the tentacles is low resolution.  So you would also be limited in flexibility based on the geometry limitations. You can hit it with any number of subdivisions to increase the resolution, but the poly count would quickly go off the chart. 

 

post-103460-0-05315400-1394854794_thumb.jpg

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Yup.  I would probably build with 20+ depending on how tight of a loop I was looking to do.  In doing so, you would have to build the entire Havok Skeleton again, then have folks run with a custom skeleton, etc. etc.  Huge pain in the ass :D

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Yeah 20+ would be better, but I think you could fudge it and make it look good enough likely with 15. I mean most of us have learned to deal with the clipping issues, so have the tentacles not wrap completely around the body but mostly I think would be good enough for most of us. Which would take a new skeleton for sure, maybe more.

 

All the more reason to work on Rieklings I say. :)

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Today was a slow day.  After messing with the netch and realizing it wasn't going to happen, I was a bit frustrated with it all so I just started animaing for fun.  Nothing serious, just decided to do something silly.  Afterwards, I had this fun plan to covertly place this animation in place of one of the others just to see what reaction I got after someone spotted it playing :D

 

One one those "OMGWHATTHEHELLISTHAT" moments.  The more I thought about it, the funnier it became lol.  

 

Though I figured I would at least show you all first before I tried testing it ingame :D

 

Boredom inspires insanity apparently lol

 

 

 

That is definitely a "OMGWHATTHEHELLISTHAT" moment.

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Yea its humping Inigo so people can tell I'm not faking it :P, I don't think the animations will line up very well with mighty beasts since this animation uses the models that Dayelyte animated them after. I'm not 100% though.

 

 

I meant your werewolf looks like a texture swap, mighty beasts only changes the mesh so i already know it works with the werewolf animations (i already have super ripped werewolves lol) I was just wondering if your werewolf was only a texture change so i could have that texture on my bodybuilder werewolf.

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Today was a slow day.  After messing with the netch and realizing it wasn't going to happen, I was a bit frustrated with it all so I just started animaing for fun.  Nothing serious, just decided to do something silly.  Afterwards, I had this fun plan to covertly place this animation in place of one of the others just to see what reaction I got after someone spotted it playing :D

 

One one those "OMGWHATTHEHELLISTHAT" moments.  The more I thought about it, the funnier it became lol.  

 

Though I figured I would at least show you all first before I tried testing it ingame :D

 

Boredom inspires insanity apparently lol

 

 

 

 

My reaction:

 

12S5VC9.gif

 

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Today was a slow day.  After messing with the netch and realizing it wasn't going to happen, I was a bit frustrated with it all so I just started animaing for fun.  Nothing serious, just decided to do something silly.  Afterwards, I had this fun plan to covertly place this animation in place of one of the others just to see what reaction I got after someone spotted it playing :D

 

One one those "OMGWHATTHEHELLISTHAT" moments.  The more I thought about it, the funnier it became lol.  

 

Though I figured I would at least show you all first before I tried testing it ingame :D

 

Boredom inspires insanity apparently lol

 

 

 

 

My reaction:

 

12S5VC9.gif

 

 

 

ROFL

 

The octropus cracks me up :D

 

Yeah, that's a rather oddball animation, but I wasn't in the mood to anything serious so that's what happened.  I was curious what would happen if I started playing with the Scaling instead of Rotation / Translation, but I have no idea how it will work ( if at all ) in game.  Was just something to pass the time. 

 

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Hey Dayelyte - this mod has brought me out of lurker status to post! Just wanted to commend you on your female werewolf animations. Awesome work! Love the touch of intimacy with the end of the oral scene too.

 

Btw since this mod is related to SexLab, should it be over on that sub-board? It's not listed on the index or anything like the other mods, so I never saw this at first.

 

PS - any plans for other female creatures? They currently aren't represented very well!

 

I suppose it could be over on SexLab but this really isn't a mod per se.  It's really just more of the animation files that would be needed should somone actually want to build one or if they wanted to integrate these animations into a mod of their own.  I know enough coding / scripting to be dangerous,  but not enough to build a mod of any quality. 

 

That said, there is a download file I scraped together that will allow you to test these animations in game via SexLab.  I try to keep it updated as I finish new scenes off. 

 

As far as other female creatures, absolutely.  I was playing around with the Netch yesterday, but I don't think that creature will work out very well due to the limitations of the skeleton and mesh on it. 

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