Dayelyte Posted March 7, 2014 Author Posted March 7, 2014 Have you guys seen the female models over in the HDT section? http://www.loverslab.com/topic/28089-hdt-werewolves/ Also: Sunspotz, Moonlit Tales has some textures that it comes with for it's body selection feature, one of which is white. May or may not be Hi-rez enough for you, though. If you're doing female texture conversions, I think there would be a number of people, myself included, who would appreciate female versions of those. I know there's already a female version for the default and Timber variant, and a black and white one I got from somewhere, but I don't know of much more. Sadly, I'm behind on the latest mods. Too much to do, not enough time to do it all :/ Hell, I'm still running a now unsupported version of Nexus Mod Manager lol. Probably should make sure I'm running the latest versions of SexLab, FNIS and SKSE. Need a lotto win so I can focus on things I enjoy doing instead of things I have to put up with to pay the bills
sunspotz Posted March 7, 2014 Posted March 7, 2014 Have you guys seen the female models over in the HDT section? http://www.loverslab.com/topic/28089-hdt-werewolves/ Also: Sunspotz, Moonlit Tales has some textures that it comes with for it's body selection feature, one of which is white. May or may not be Hi-rez enough for you, though. If you're doing female texture conversions, I think there would be a number of people, myself included, who would appreciate female versions of those. I know there's already a female version for the default and Timber variant, and a black and white one I got from somewhere, but I don't know of much more. Nice! I'll look around for them, thanks.
ppp Posted March 7, 2014 Posted March 7, 2014 It's actually Moonlight Tales, my mistake, and it can be found here http://www.nexusmods.com/skyrim/mods/35470/? As a resource for anyone interested - Several recolors here - http://www.nexusmods.com/skyrim/mods/442/? Werewolf HD - http://www.nexusmods.com/skyrim/mods/26229/? 40K Werewolf - http://www.nexusmods.com/skyrim/mods/37266/? White Werewolf texture - http://www.nexusmods.com/skyrim/mods/586/? The Black and White female texture is actually from a thread here on this very forum - Werewolf Naughty Bits http://www.loverslab.com/topic/13970-werewolf-naughty-bits/ and seems to be use this - http://www.nexusmods.com/skyrim/mods/1205/? as a base Timber wolf female is also on this forum - http://www.loverslab.com/topic/14366-femalewerewolftimber/
KiWolfGirl Posted March 8, 2014 Posted March 8, 2014 I have weird problems with it. When I used it, sexchange, all that stuff, my character itself does the correct animation, but the werewolf just stands there. I've reinstalled the mods associated with it so many times now! It's odd, because all the other werewolf animations from the other mods work swimmingly, so I'm not exactly sure what the problem is. I have this problem but with the regular wolves. The werewolf plays Panic's animations but keeps switching from rough doggystyle to holding and back oover and over again. Do you have any mods on the werewolf itself? None. I did just figure my problem though. Apparently updating my FNIS fixed any animation problems I was having, so if you are having that, it might help you. When you say updating do you mean you got a new version of FNIS or you just rebuilt the animations with it? Caus I rebuilt many times but i did not try downloading a new version. I hope that is it but I dont know why that would make it so I cant limit them in the SexLab menu. It works fine for most enemies but not the wolves OH by the way did anyone get mighty beasts working with the sexlab skeleton animations with wolf cock? I really want a jacked werewolf
Dayelyte Posted March 8, 2014 Author Posted March 8, 2014 Issues you may have might also be a byproduct of what version of FNIS I'm building the behavior files with. I'm currently running v4.1.1, thus the behavior files are built with that version as well. I suppose I should at least update to the latest version
Dayelyte Posted March 8, 2014 Author Posted March 8, 2014 File Name: Dayelyte's Unnatural Animations File Submitter: Dayelyte File Submitted: 06 Feb 2014 File Category: Animation Apologies in advance for not having BBP, TBBP or another physics package for the Female Werewolf. We're all spoiled to it but the breast / butt bones do not exist ( nor the properly weighted mesh for that matter ) for the Werewolf skeletons and, as a result, the jiggle effect is unavailable until someone with more patience ( and insight on the Havok skeletons ) than I can create such an asset. http://www.loverslab.com/topic/28089-hdt-werewolves/ With this modder's resource/mod people will now be able to integrate the jiggling naughty bits we're all so accustomed to into this mod's functionality. While I have neither SOS nor Sexlab Framework installed, I am using the HDT Werewolves mod and with the modified physics table in the optional downloads section, the responses to motion are much less erratic. I'll get around to installing the mods necessary to test this mod eventually, but If someone has SOS and Sexlab Framework, Try HDT Werewolves and use it in conjunction to this mod and please provide feedback. I'll definitely take a look at this but I can forsee a minor issue. While HDT will free the animator from the jiggle physics part of animating, it also takes away some control over the final product. Not really an issue unless actor A is holding / touching actor B where the HDT effect will be running. In that instance, it will be impossible to prevent intersecting geometry from happening during the animation. ( fancy word for actor A's hand going right through actor B's breast ) I'll still look at it though because for the majority of animation scenes, it may help add the extra touch to it
Dayelyte Posted March 8, 2014 Author Posted March 8, 2014 . . . . and one more post for this morning. While .gif previews are nice, I'm typically limited to less than 500 frames when doing them in Photoshop. I became a bit annoyed with that so I went out and now have a full subscription to Adobe's Creative Cloud so I have access to a lot more tools now. One of them being Flash Builder Professional. So, hopefully, I can create far larger previews for longer timelines and still keep the filesizes down to something manageable. *edit* While I was able to create a .swf file from one of the previews and the filesize is only 600k vs nealy 10Meg in size, it seems LL won't allow me to attach / upload in the .swf format. LOL Mr. Murphy seems to stalk me everywhere I go I'll bug Ashal and see what his thoughts are on it. -sigh-
WaxenFigure Posted March 9, 2014 Posted March 9, 2014 . . . . and one more post for this morning. While .gif previews are nice, I'm typically limited to less than 500 frames when doing them in Photoshop. I became a bit annoyed with that so I went out and now have a full subscription to Adobe's Creative Cloud so I have access to a lot more tools now. One of them being Flash Builder Professional. So, hopefully, I can create far larger previews for longer timelines and still keep the filesizes down to something manageable. *edit* While I was able to create a .swf file from one of the previews and the filesize is only 600k vs nealy 10Meg in size, it seems LL won't allow me to attach / upload in the .swf format. LOL Mr. Murphy seems to stalk me everywhere I go I'll bug Ashal and see what his thoughts are on it. -sigh- Compress the SWF into a ZIP, RAR or 7Z and upload that.
KiWolfGirl Posted March 9, 2014 Posted March 9, 2014 Issues you may have might also be a byproduct of what version of FNIS I'm building the behavior files with. I'm currently running v4.1.1, thus the behavior files are built with that version as well. I suppose I should at least update to the latest version Thats the version I had before but now I have 5.0.1. I actually found out the bug about not being able to control creature animations from sexlab was that i still had two other mods for bestiality and creature rape that were made for when before they added creature sex straight to sexlab. They were interfering with sexlabs options. I took them out and fresh saved and now i have total control over the creature animations however i still have the problem of the wolves just standing there while i get ghost humped when i want to see Panics animation. At least my character plays the right animation for it Also for the swf you can put it on dropbox or megaupload, i think? There are also lots of website that you can put swfs on. Maybe even swfchan
ppp Posted March 9, 2014 Posted March 9, 2014 I can confirm that the HDT Werewolf body works with these animations, at least the BJ and Behind animations. I'm currently trying to add the Missionary and Legup animations to my SexLab install, but so far, I'm failing. FNIS and Sexlab files both compile correctly, or at least don't spit out errors. I've successfully added the animations to the config menu, and they are being selected, but they won't play. The actors just stand there. Also, is there any difference between the BlowjobTest and Blowjob files?
Dayelyte Posted March 9, 2014 Author Posted March 9, 2014 . . . . and one more post for this morning. While .gif previews are nice, I'm typically limited to less than 500 frames when doing them in Photoshop. I became a bit annoyed with that so I went out and now have a full subscription to Adobe's Creative Cloud so I have access to a lot more tools now. One of them being Flash Builder Professional. So, hopefully, I can create far larger previews for longer timelines and still keep the filesizes down to something manageable. *edit* While I was able to create a .swf file from one of the previews and the filesize is only 600k vs nealy 10Meg in size, it seems LL won't allow me to attach / upload in the .swf format. LOL Mr. Murphy seems to stalk me everywhere I go I'll bug Ashal and see what his thoughts are on it. -sigh- Compress the SWF into a ZIP, RAR or 7Z and upload that. Yes, easy enough to do that but I suppose the idea was a simple click to play sort of thing instead of having to download, decompress and play Still, for the animation files, using those instead of the multi-MB gif files would really cut the filesizes down.
Dayelyte Posted March 9, 2014 Author Posted March 9, 2014 Issues you may have might also be a byproduct of what version of FNIS I'm building the behavior files with. I'm currently running v4.1.1, thus the behavior files are built with that version as well. I suppose I should at least update to the latest version Thats the version I had before but now I have 5.0.1. I actually found out the bug about not being able to control creature animations from sexlab was that i still had two other mods for bestiality and creature rape that were made for when before they added creature sex straight to sexlab. They were interfering with sexlabs options. I took them out and fresh saved and now i have total control over the creature animations however i still have the problem of the wolves just standing there while i get ghost humped when i want to see Panics animation. At least my character plays the right animation for it Also for the swf you can put it on dropbox or megaupload, i think? There are also lots of website that you can put swfs on. Maybe even swfchan Yup, would be an offsite link, but still a viable option if the boards here can't / won't support the .swf / flv format.
Dayelyte Posted March 9, 2014 Author Posted March 9, 2014 I can confirm that the HDT Werewolf body works with these animations, at least the BJ and Behind animations. I'm currently trying to add the Missionary and Legup animations to my SexLab install, but so far, I'm failing. FNIS and Sexlab files both compile correctly, or at least don't spit out errors. I've successfully added the animations to the config menu, and they are being selected, but they won't play. The actors just stand there. Also, is there any difference between the BlowjobTest and Blowjob files? BlowjobTest and the original Blowjob files are the same. I simply started adding the test suffix to them to make it easier to identify which files were part of the testfile I have on the downloads page to allow for easy removal later on if the user chooses to do so. If you don't want to use the testfile itself ( easiest ), the modified source script is included in that file. You can just open it up and take a look at how I have it setup. Pretty much just following how Ashal does things.
ppp Posted March 9, 2014 Posted March 9, 2014 Ah. I hadn't realized you'd updated the test file. I had an earlier one with just the BJ and Behind animations. I don't regret it, though, because I got a better understanding of how SexLab and FNIS work, which is something I'd been meaning to do. As I'd said, I had copied the syntax enough to fool the files into compiling, but still had an issue to get the animations to actually play. I'll look at the new file and see where I went wrong. Thanks. Edit: Looking at it, you have several of the animations set up in sequence, and I was trying to separate them. Namely the Missionary and Legsup as separate animations. Can that be done, or must they be done in sequence? If so, what prefix do I use? I tried b, but it didn't seem to work. Edit 2: The test file definitely works. With HDT, the biggest clipping issue is when the werewolf has her hand on her chest. Scene 2, I think. Given that I'm using the highest weight, that's to be expected though.
Pikachu Posted March 10, 2014 Posted March 10, 2014 Looks very cool! But how exactly does one trigger it? The readme says to go find a werewolf. But my character is female AND was already a werewolf before I installed this mod. With those conditions in mind, how do I get this to work? Try going into the console and typing: player.placeatme 23abc After that, select the werewolf and type: sexchange
Dayelyte Posted March 10, 2014 Author Posted March 10, 2014 Ah. I hadn't realized you'd updated the test file. I had an earlier one with just the BJ and Behind animations. I don't regret it, though, because I got a better understanding of how SexLab and FNIS work, which is something I'd been meaning to do. As I'd said, I had copied the syntax enough to fool the files into compiling, but still had an issue to get the animations to actually play. I'll look at the new file and see where I went wrong. Thanks. Edit: Looking at it, you have several of the animations set up in sequence, and I was trying to separate them. Namely the Missionary and Legsup as separate animations. Can that be done, or must they be done in sequence? If so, what prefix do I use? I tried b, but it didn't seem to work. Edit 2: The test file definitely works. With HDT, the biggest clipping issue is when the werewolf has her hand on her chest. Scene 2, I think. Given that I'm using the highest weight, that's to be expected though. TBH, I haven't tried to setup a single stage by itself yet, though I think the FNIS documentation may have some info on what prefix to use. I think I recall seeing something about it in there. I'll see if I can find it. *edit* The " B " prefix is what the fnis docs show to use for single stage animations. The example he has being: b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx b: Basic. Simple idle animation with one animation file. -a: acyclic animation. Plays once only Tn: Transition Next: Character keeps position after -a animation B1.2: Blendtime. Transition time in seconds ( I think ) I'm not positive you can loop a single stage animation though, admittedly, I haven't tried. If not, I would probably try to create a two stage sequenced setup, simply using the same animation file for both stages. Should be able to loop that I think. I try to keep the testfile updated with any animation I finish. Though since I didn't have finishing scenes for the missionary and legs up sets, I just rolled them into an existing function just to have the ability to play them in game. As I add additional scenes to finish those off I will eventually separate them in the testfile as well. I saw your post a bit earlier about the HDT werewolves. I'll take a look at them tomorrow. I think HDT can be used for many animations, but for some where there is any interaction with her breasts, I'm not sure I would be able to prevent intersecting geometry from happening.
wardrake Posted March 10, 2014 Posted March 10, 2014 These are great. i ran into a . . . animation goof. Your blowjob animations ran fine but the other animations alternated scenes. the sequence went WW_ Behind Scene 1, WW_Missionary, WW_OnTop_Scene 1, WW_ Behind Scene 2, WW_Legsup, WW_OnTop_Scene 2, ending with WW_ Behind Scene 3. i ran Fnis, reset/rebuilt the animations in SexLab. i even turned off any other Werewolf animations, started the animation with a werewolf (made female) it ran the above sequence.
Dayelyte Posted March 10, 2014 Author Posted March 10, 2014 These are great. i ran into a . . . animation goof. Your blowjob animations ran fine but the other animations alternated scenes. the sequence went WW_ Behind Scene 1, WW_Missionary, WW_OnTop_Scene 1, WW_ Behind Scene 2, WW_Legsup, WW_OnTop_Scene 2, ending with WW_ Behind Scene 3. i ran Fnis, reset/rebuilt the animations in SexLab. i even turned off any other Werewolf animations, started the animation with a werewolf (made female) it ran the above sequence. Heh, not a goof but normal behavior for the moment. The other scenes are lumped together for the time being as I don't have climax scenes for the missionary or legsup positions. As I finish the scenes off, I'll move them to their own function That said, I just finished the climax scene for the ww_ontop animation. I'll preview it again when I get home then let the system chew on a preview render for you all. Should be able to post the preview tonight. In related news, I finally tired of PowerPoint framerates when previewing the animation on my laptop. Have a powerhouse system being assembled by the folks at Alienware as I type this. ( That one will replace my six year old Alienware M17x ) Should be here in a few weeks. Should help rendertimes and interactivity by a few orders of magnitude I think
blabba Posted March 10, 2014 Posted March 10, 2014 I saw your post a bit earlier about the HDT werewolves. I'll take a look at them tomorrow. I think HDT can be used for many animations, but for some where there is any interaction with her breasts, I'm not sure I would be able to prevent intersecting geometry from happening. Yeap, your first point is correct provided the hkx rig map doesn't contain the bones HDT is controlling (aka: Breast Bones and stuff) The fix is fairly simple, just edit the collision capsules via 3dsMax havok content tools or have the user edit the radius parameter in JFF/notepad. BTW, liking the new animations
Cranky Cat Posted March 11, 2014 Posted March 11, 2014 Nice animations! It's good to have more variety especially with it not just being aggressive males. :-) Is the werewolf in OnTop #1 alot bigger than the others or is it just the angle?
Dayelyte Posted March 11, 2014 Author Posted March 11, 2014 Nice animations! It's good to have more variety especially with it not just being aggressive males. :-) Is the werewolf in OnTop #1 alot bigger than the others or is it just the angle? Heh, just the angle. She's a big girl, I don't touch the scaling on these or it will wreak havoc in game. I think that's what happened to the chaurus animations ( emphasis on think, not 100% sure though ) where they tend to grow with every scene change.
Dayelyte Posted March 11, 2014 Author Posted March 11, 2014 I saw your post a bit earlier about the HDT werewolves. I'll take a look at them tomorrow. I think HDT can be used for many animations, but for some where there is any interaction with her breasts, I'm not sure I would be able to prevent intersecting geometry from happening. Yeap, your first point is correct provided the hkx rig map doesn't contain the bones HDT is controlling (aka: Breast Bones and stuff) The fix is fairly simple, just edit the collision capsules via 3dsMax havok content tools or have the user edit the radius parameter in JFF/notepad. BTW, liking the new animations Is a shame I'm stuck with the bones as the only means to influence the mesh. Otherwise you could set the mesh to a soft body and prevent all intersecting issues Unless someone gets really motivated, I dont think we'll have to worry about seeing breast / butt bones in a havok rig for a bit ( at least not for werewolves )
Dayelyte Posted March 11, 2014 Author Posted March 11, 2014 Ok, the system is done chewing on the preview. This was another reason I have a new laptop on order. It is very difficult to determine the speed of the animation when your timeline preview is struggling to get 10 fps. :| As a result, I found out after the preview render ( which took nearly two hours btw ) I'm going to need to extend the timeline out a bit because, at 30 fps, it's too fast. That said, here is what it looks like at 24 fps which is closer to what the final scene is going to look like. Though I may slow it down even more. -chuckle- As an experiment, I went ahead and ran this through the process of turning it into a .swf file just to compare file sizes. It would be nice if we could use them here but I don't think it's possible to use them in the form I would want ( Eg: Click to play ) . Where the .gif preview is nearly 8MB in size, the .swf version is 415KB. Same resolution and all. :| I will, however, likely include the .swf version in the animation files just to keep the sizes manageable. As a grand experiment, I may let the computer chew on an overnight render of significantly higher resolution. ( 800 x 600 or better ) Then convert into a .swf and see how big the end result is.
sunspotz Posted March 11, 2014 Posted March 11, 2014 Nice job Dayelyte, I appreciate all of the effort you've put into this mod a toast to you!
Just Checking Posted March 11, 2014 Posted March 11, 2014 I'm anticipating these animations far more than I should be. They look great so far, keep up the good work!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now