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Any chance of someone with a decent rig making a video of all the female werewolf animations and posting it to a site like http://www.naughtymachinima.com/?

I would guess you would want something more than just a viewport screen grab to display the animations ? If so, two ways to do it:

 

1) In game footage obtained via Fraps or something similar.

2) Rendering of each animation at a decent resolution within the 3D app.

 

#1 would be easier and faster than #2.

 

If memory serves me correctly, some of the WW anims can be found on Pornhub :)

Found the video on Pornhub. Very nice animations. Definitely can't wait to see what you can do with the other creatures of Skyrim. I'd love to take a crack at doing this but not only do I suck at understanding any kind of programming or scripting, my laptop would probably take like 10-15 minutes to render each frame lol (my laptop is just enough to run Skyrim on Low/Medium and still getting framerate stutter and screen freezes sometimes).
Chuckle, I was surprised to see it there myself :)

 

I hear you about the laptop, I just had to update mine as the previous one was five years old. It took about 3x as long to render out a frame than my desktop.

 

Though, even with two current generation systems, rendering still takes a while if I bump the resolution up, throw all the textures on there with their normal and opacity maps. At a decent resolution looking at five plus minutes per frame x number of frames in the scene. So to take the chicken animation as an example, ( 300 frames total ):

 

Assume a high resolution render say 1600 x 1200 @ 300 seconds per frame ( five minutes ). Comes out to 90,000 seconds ( or 1500 minutes or 25 hours ) just to render the preview animation.

 

Now consider the WW BJ animation is 1000 frames long. Would take ~75 hours to render at the same resolution settings !

 

If I distribute out to both systems, they can do it in half the time, but is still a long time to tie up both systems.

 

Is why I keep the previews small. It's much faster to do a viewport capture for preview purposes than it is to do a full render lol. Is why the chicken anim previews are done this way :)

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Darn it...and I really wanted to use these. Guess I'll have to wait now. Shame that. Just please don't give up. These animations look amazing. They truly, truly do.

 

Edit: I just looked over everything involved and I won't be updating just yet. So how do I get these animations in my game? Do I just install them like regular mods and they'll activate if I start a sex scene with a female werewolf? Through Matchmaker or Submit?

Technically, what I've done isn't a mod. It's just the animations. However, I had built testfiles that allowed folks to try them out within SexLab via matchmaker or any other mod that triggers the events.

 

I took them down once SL updated to the newer version ( v1.5+ ) as the scripting isn't compatible with the new versions yet and anyone trying to use them after they have installed the new SL version would likely break it.

 

The test files will work for you as long as you're running the v1.39 version of SexLab. I may put them back up tonight but rename them to reflect what version of SL they're compatible with as many folks may hold off on upgrading until it's stable and the mods have updated their end as well.

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you are a great animator,keep up the good work,SL v151 is out..not mention about your animation in update log

Yes, I haven't had a chance to update the testfiles to work with 1.51 quite yet. In the interim, I have removed the test files from the download section so they don't break your SL update.

 

*edit*

 

I went ahead and re-added the test files, but renamed them to indicate they don't play nice with anything above SexLab v1.39.  Getting the testfile to work with SL V1.50+ will take some more scripting detective work.

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I was thinking of trying to do some animations for skyrim, but before doing it i was wondering what the procedures was to get both npc and creature into one scene ?? in blender this was a pain since you need to keep 2 blend files separate since if you import 2 skeletons in one blend file one animation skeleton information will override the other.

 

So if you first import an human skeleton then creature skeleton the creature skeleton will override the human skeleton meaning you won't be able to export the human side from that blend file anymore.

 

How is this currently done in 3dmax ??

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You have to merge files instead of importing. The easiest way is to import them both into two separate Max files and save them as templates. Then open a new file and import the first skeleton. After that, move it away from the center so the two skeletons don't get mixed up. Then choose (from the weird Max symbol menu):

 

- References

- XRef scene

- Add (navigate to the file containing second skeleton you want to add)

- when it shows up in the list, click on it to make sure it's activated

- Merge

- Ok

 

To export the animations after you're done, you will have to save the male and female versions in two separate files again. Check this very useful thread for help & tutorials: Arrok's SSL TBBP Animations.

 

 

 

 

 

Dayelyte, awesome work you did there, and the chicken scene is hilarious! I'm working on wwf/wwm scenes but since I'm completely incapable of rigging, it is a major pain.

 

 

 

 

 

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Max has the ability to rename a selected object(s). What I do is import a skeleton . . . say a Werewolf skeleton, import the mesh, then select all the bones in it and rename them by appending a suffix to all the bones. For a WW, I typically use -werewolf as the suffix. The mesh stays linked to the renamed bones as long as you import the weighted mesh before you rename them.

 

Afterwards, I will repeat the process for any other actors in the scene. Import a human skeleton and its associated mesh, select all the human bones and rename by adding a -human suffix to them.

 

This way even though two ( as an example ) Root bones exist in the scene, one will be named Root-werewolf and the other Root-human.

 

Voila, no naming conflicts.

 

Only thing to remember is to remove the suffix prior to exporting the animation so the file it generates contains the real bone names that Skyrim will need to play the animation in game. If you forget, the bone map will not match the actor skeleton ( map will have Root-werewolf instead of just Root ) and the in game mesh will not move since the weights are looking for a bone named Root ( example, applies to all bones ) and is getting one with the oddball suffix on it.

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"Dayelyte, awesome work you did there, and the chicken scene is hilarious! I'm working on wwf/wwm scenes but since I'm completely incapable of rigging, it is a major pain"

 

Technically you don't have to rig the skeletons, but it does make it easier to deal with later on. If I'm being lazy, I just freeze the mesh and go into xray / see-through mode and just grab the bones directly.

 

This week has been pure chaos. Haven't even pulled the laptop out of its bag :/ I know what I want to do next, I just have to find the damn havok skeleton file. Probably buried off in a .bsa somewhere that I havent extracted.

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IS there an X-ray mode in 3ds max? PLEASE, for the love of Talos, WHERE???? (You're not talking about wireframe, right?)

Chuckle, I hear you :) It's not what Softimage was ( That's how you do an xray mode imo ) but you can go into object or layer properties and select see-through. ( Select all mesh parts, right click and select object properties, or, if you put the mesh in a separate layer from the bones as I do, you can open the layer manager, select the layer then right click and choose layer properties, then select see through. I usually also select to freeze the mesh at this point so you can't select it )

 

Alternatively, you can apply any texture you want to the mesh then set the transparency level to something you can live with in the viewport. This method is a bit better is that you can tweak the transparency to whatever you want.

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Any chance of there being animations for horses, dogs, and hopefully dragons? This is the first mod or mod in pontentia where the player is the one giving it and not recieving.

Horses on the receiving end might be a bit difficult due to the height mismatch between the actors :) The game mesh probably won't deform well trying to drop the horse down in a squat lol

 

Trying to do anything with a dragon is an epic undertaking to begin with. They need a lot of space to play in.

 

Dogs should be fairly straight forward I think. ( no pun intended )

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IS there an X-ray mode in 3ds max? PLEASE, for the love of Talos, WHERE???? (You're not talking about wireframe, right?)

Chuckle, I hear you :) It's not what Softimage was ( That's how you do an xray mode imo ) but you can go into object or layer properties and select see-through. ( Select all mesh parts, right click and select object properties, or, if you put the mesh in a separate layer from the bones as I do, you can open the layer manager, select the layer then right click and choose layer properties, then select see through. I usually also select to freeze the mesh at this point so you can't select it )

 

Alternatively, you can apply any texture you want to the mesh then set the transparency level to something you can live with in the viewport. This method is a bit better is that you can tweak the transparency to whatever you want.

 

 

O God, thank you. *worships the ground on which you walk* I was looking for something like this ever since I was brutally forced to abandon Blender for Max. *worships some more*

 

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What about goat and deer? Bin really hoping some one would add animations for them and I think there hight would be easyer to work with. Idea for horses and cows, maybe a summon bucket spell :P

 

In Oblivion the guy would just stand on an invisible bucket. :D

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Any chance of there being animations for horses, dogs, and hopefully dragons? This is the first mod or mod in pontentia where the player is the one giving it and not recieving.

Horses on the receiving end might be a bit difficult due to the height mismatch between the actors :) The game mesh probably won't deform well trying to drop the horse down in a squat lol

 

Trying to do anything with a dragon is an epic undertaking to begin with. They need a lot of space to play in.

 

Dogs should be fairly straight forward I think. ( no pun intended )

 

Yeah, I kinda figured dragons would be difficult due to size, but how about creating a few dragons of small size, dragon runts that can fit anywhere. Also, I think it would be a good idea to add a summon bucket spell, maybe if you create the animations using a bucket for the player to stand on, someone could incorperate it into the current SexLab mods, where it asks the player if they'd like to use the nearby bed, maybe in this case it would be, would you like to use the nearby bucket. As for dogs and wolves, yeah, they would be the easiest of the lot to do, and possibly foxes as they are slightly smaller.

 

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Heh,  that's called at the script level though instead of the animation level.  My brain can't handle learning anything else new at the moment lest it catch fire and melt down.  Right now it's saturated with learning 3DS Max and why Cisco does things the way they do in the networking world.  Trying to throw Papyrus and / or SKSE into that mix right now would just be an overload I think. 

 

Here lately, there are some days I wake up and have to put some effort into remembering just basic stuff.  Like what day it is :|  Oh but I can sure tell you what 802.1Q is for, how to set up trunk links between switches, vlans, and half a dozen variants of routing protocols . . .

 

As well as how to build skeleton rigs, a couple different flavors of IK setups, and a whole bunch of stuff about 3DS Max I never got around to learning until Autodesk decided to kill off my favorite 3D application, Softimage.  So if I want to continue playing in the 3D world, I get to learn it all over again. .

 

ugh

 

 

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... that chicken animation. O_o

 

Anyhow, any plans on making some naughty animations with spriggans and flame atronachs? I know there's some animations of spriggans with Sanguine's Debauchery but I'd love some more of that stuff. Flame Atronachs would make great cock sheaths for conjurers and travelers alike. And as someone mentioned Wisp Mothers would be swell as well.

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