Dayelyte Posted April 30, 2014 Author Posted April 30, 2014 I think you guys are forgetting a really good reason not to do a flame atronach animation... they are only summoned for a very short time. I think at master level you can get a thrall version that stays but you might want to make sure that counts as the same actor. Any way its a very late game spell so only high level mage chars will ever see them.  Oh I know. Though I haven't played a legitimate session of Skyrim in quite a while now. Think I have ~300 hours logged on it, so I just play around now. Base jump off mountains, long distance arrow shooting, summoning a few hundred explosive chickens and watching them put the giant standing in their midst into orbit . . . etc. . lol  Most of the animations I do are usually just to satisfy my own curiousity about if I can create it to begin with
boo Posted April 30, 2014 Posted April 30, 2014 Any chance you can do tail animations for future / existing animations as well?
streetmaniac Posted April 30, 2014 Posted April 30, 2014 The effect would need to be scripted I think. Remember, the animation just drives the movement of the bones, nothing more.  That said, I think PizzaGuy wanted a reverse cowgirl sort of setup. Concept for such a thing follows:    atronach_concept.jpg   Dayelyte I hope you dont mind if I start a cult, a cult with a sole purpose of worshipping you - the true lord of animations and skyrim.  I shall now call you "master"...But seriously though, you're awesome  Edit:  Not sure how far you're in with the animating already but another little suggestion that might make it slightly more different than the regular reverse cowgirl with human/human we have. Partly i've already mentioned this in my first post but you could make the male be super comfy while lying. I mean like his arms crossed out under his head. You know... the thing one does when lying under a sun and chilling xD  I'm thinking about these mostly because of the idea of the atronach pleasing her lazy master. So basically...She doing all the work, by grinding and bouncing up and down to maybe reaching down with her hand and...you know
D_ManXX2 Posted April 30, 2014 Posted April 30, 2014 I have started work on new skyrim animations but was wondering how many animation does complete a normal cycle for sexlab ??  for oblivion the animation cycles was 4 stages, fallout was only 1 what is the current count for sexlab 4 too ?? i have seen many types but there does not seem to be full cycle for sexlab, i have seen 3 and animated prostitution even include 5 stages etc..     NewSkyrimDoggyStyle.7z  Â
Cyndi Posted April 30, 2014 Posted April 30, 2014 I have started work on new skyrim animations but was wondering how many animation does complete a normal cycle for sexlab ??  for oblivion the animation cycles was 4 stages, fallout was only 1 what is the current count for sexlab 4 too ?? i have seen many types but there does not seem to be full cycle for sexlab, i have seen 3 and animated prostitution even include 5 stages etc..    NewSkyrimDoggyStyleX1.jpgNewSkyrimDoggyStyleX2.jpgNewSkyrimDoggyStyleX3.jpgNewSkyrimDoggyStyleX4.jpg  NewSkyrimDoggyStyle.7z    4 stages is typical, but it's really up to you. I think most ended up as 4 because the previous animations where made at 4 stages "just because" circa sexis and old AP stuff.  Iirc Framework wise the most you can have is 20 total stages, between all of the actors involved. So 20 divided by number of actors in it, = number of stages you can have. 2 actors could make it all day in a 10 stage tantric love fest if you wanted, but that's the max. 5 actors could only do for 4 stages though.  Edit:....  and I think the actors/per cap would be 7  ....  that is unless that's changed in the sexlab framework as of 1.54  Edit: Randomly came across this: Animations can have 128 / ( 4 * Number of Actors ) = floor(Max Stages) So 1 actor = 32 stages 2 actors = 16 stages 3 actors = 10 stages 4 actors = 8 stages 5 actors = 6 stages  Says Ashal in the dev thread.
Dayelyte Posted April 30, 2014 Author Posted April 30, 2014 Any chance you can do tail animations for future / existing animations as well?  I think PanicForever attempted it and met with unpredictable results in game.  I personally remove the tails from both Argonian and Khajiit actors due to how terrible their movement is.  My own experiments in animating the tails results in horrific mesh distortions all along the tail. Reasons unknown to me, but I -think- it's how the bones are converted upon import to 3DS Max.Â
Dayelyte Posted April 30, 2014 Author Posted April 30, 2014  The effect would need to be scripted I think. Remember, the animation just drives the movement of the bones, nothing more.  That said, I think PizzaGuy wanted a reverse cowgirl sort of setup. Concept for such a thing follows:    atronach_concept.jpg   Dayelyte I hope you dont mind if I start a cult, a cult with a sole purpose of worshipping you - the true lord of animations and skyrim.  I shall now call you "master"...But seriously though, you're awesome  Edit:  Not sure how far you're in with the animating already but another little suggestion that might make it slightly more different than the regular reverse cowgirl with human/human we have. Partly i've already mentioned this in my first post but you could make the male be super comfy while lying. I mean like his arms crossed out under his head. You know... the thing one does when lying under a sun and chilling xD  I'm thinking about these mostly because of the idea of the atronach pleasing her lazy master. So basically...She doing all the work, by grinding and bouncing up and down to maybe reaching down with her hand and...you know   lol I wouldn't go anywhere near that far, you would be surprised at how much cussing and frustration happens in doing these  Example, I know how I want the result to look, but once you position everyone you notice the thighs of the atronach intersect with the thighs / legs of the human actor :|  So I have to tweak the positions to minimize that issue and ultimately end up with a position that isn't quite what I wanted, but will work.  As far as the position modification on the male side, I can do it in phases I suppose. He can start out in a comfortable position, then transition to other ones as the scene progresses.  What I need to do is some simple animations with these two actors, ( say scene 1 ) convert it and fire up Skyrim to make sure the in game movement isn't going to throw me a curve ball before comitting to a fully animated scene.    D_MannXX2: The number of scenes really are your call. I would probably keep it in the 3-5 range just for sanity purposes, though the frame length may be limited by the SexLab transition timers. ( when auto-transition is used it waits X seconds before shifting to the next one, user configurable I think ) So if the default tranistion timers are 15 seconds, then your animation for that particular scene should probably max out at 450 frames so SexLab doesn't interrupt the animation mid playback. Â
streetmaniac Posted April 30, 2014 Posted April 30, 2014 ha its all okay, take it easy   So about that worshipping cult...
Darkening Demise Posted May 1, 2014 Posted May 1, 2014 Flame on? Oh Divines help us and crack out the buckets of water along with a priest to heal the tiny crispy shriveled up wound that was once our peewees. Â FAs I've seen wander around, plus can't you just look into a CK spell by making them last longer? There's a con to everything. Â (man on knee, dog on all fours)
streetmaniac Posted May 1, 2014 Posted May 1, 2014 anyone else here checks this thread almost every single hour, fanaticly? xD
nutluck Posted May 1, 2014 Posted May 1, 2014 anyone else here checks this thread almost every single hour, fanaticly? xD Â Nah i only check this along with Panics, and Zynisch's about once a day to see if they have new animations done yet.
Dayelyte Posted May 1, 2014 Author Posted May 1, 2014 anyone else here checks this thread almost every single hour, fanaticly? xD LOL, man I hope not. Some days I don't even have time to take the laptop out of the bag First quarter of the year is always chaotic, but I will certainly try to animate as I can.
streetmaniac Posted May 2, 2014 Posted May 2, 2014 Â anyone else here checks this thread almost every single hour, fanaticly? xD LOL, man I hope not. Some days I don't even have time to take the laptop out of the bag First quarter of the year is always chaotic, but I will certainly try to animate as I can. Â Â ha, such is the price of being a good animator! Â dont worry though, take it easy Keep us updated about how life is going!
4love10 Posted May 2, 2014 Posted May 2, 2014 Â Â Â Could someone explain how to install these animations. i have sexlab 1.54 The animations are built to work on version 1.39, any later and they will not function correctly. Download the animations for the werewolf or chicken, and use Nexus Mod Manager to install them. after that open the game, load your recent save and go to SexLab's in the mod UI, select the option to clean and rebuild the animations of SexLab, exit out of the menu and wait for it to finish. Â In order to use them, you will have to use a controller mod, Like matchmaking or Puppetmaster, in order to control the creatures and start the animations. If it doesn't work, each of the animations you downloaded will have a readme in them that can explain the process better. Thank for explanation. Technically, the animations themselves will work under any SL release ( or any other mod that uses them ) it's the scripting that triggers them that needs to be updated to work with the newer releases. Â Â Why the SL 1.54 don't included your Animations? they are amazing, did you tell them not too
Dayelyte Posted May 2, 2014 Author Posted May 2, 2014      Could someone explain how to install these animations. i have sexlab 1.54The animations are built to work on version 1.39, any later and they will not function correctly. Download the animations for the werewolf or chicken, and use Nexus Mod Manager to install them. after that open the game, load your recent save and go to SexLab's in the mod UI, select the option to clean and rebuild the animations of SexLab, exit out of the menu and wait for it to finish. In order to use them, you will have to use a controller mod, Like matchmaking or Puppetmaster, in order to control the creatures and start the animations. If it doesn't work, each of the animations you downloaded will have a readme in them that can explain the process better. Thank for explanation.Technically, the animations themselves will work under any SL release ( or any other mod that uses them ) it's the scripting that triggers them that needs to be updated to work with the newer releases. Why the SL 1.54 don't included your Animations? they are amazing, did you tell them not tooThey may find their way in there eventually, or not depending on if Ashal wants to add them or not. They have been mentioned more than once in the SL development thread. I can't speculate about why X is added but not Y. May be busy trying to iron out bugs, adding new features, etc.  If they make it in there, great. If not, I'm not going to sweat it much  I'm sure he has a bazillion bugs to squash before he has to ponder the ethics of adding chicken sex to Skyrim
parruyo Posted May 2, 2014 Posted May 2, 2014 But not only of the chicken, i would like to have the werewolf female.
elex Posted May 3, 2014 Posted May 3, 2014 do these work with the newest version of sexlab? If so what is the proper way to install them? Cause I can't seem to get any of them to work any more. =(
4love10 Posted May 3, 2014 Posted May 3, 2014 do these work with the newest version of sexlab? If so what is the proper way to install them? Cause I can't seem to get any of them to work any more. =( Like Dayelyte's say:"Technically, the animations themselves will work under any SL release ( or any other mod that uses them ) it's the scripting that triggers them that needs to be updated to work with the newer releases". so no they won't work  for SL 1.54 because you need a scripting that triggers them ,SL 1.54 don't have that yet,one reason i haven't update to 1.54.
DarkRavage Posted May 4, 2014 Posted May 4, 2014 I see you have started on the spriggan, what other position have you planned?
Dayelyte Posted May 4, 2014 Author Posted May 4, 2014 Dunno yet. RL lack of time means I have to focus on one animation at a time just to get them done  Once I finish this set, I'll start kicking around ideas for the next one.
Caturday Posted May 5, 2014 Posted May 5, 2014 I dont want to be an ass, but I just got this idea. Â Â Theres that first person perspective mod right? That works with SL. Theres that gamepad vibration mod that works for SL animation. Right? Theres also Oculus VR which works with Skyrim with some modding right? Â So... Â Has anyone tried Oculus Rift with first person perspective mod as their gamepad vibrate while they fuck a chicken? Im serious. I find that idea hilarious.
Dayelyte Posted May 5, 2014 Author Posted May 5, 2014 lol  I think folks would burn throuth too many batteries if we linked SL animations to a vibration capable controller  Occulus Rift was highly anticipated until FaceBook touched it. It's pretty much dead tech now imo. No one trusts them anymore.  The first person perspective mod is damn fine work though. One of the more impressive mods made I think.
Dayelyte Posted May 6, 2014 Author Posted May 6, 2014 Okay, I've put aside my Network studies for a bit ( Going cross-eyed reading about vlans and ACL's ) and managed to get the first scene of the Atronach animation ready. Dunno how many scenes I'll do with this one. Will play it by ear I guess.   Â
nutluck Posted May 6, 2014 Posted May 6, 2014 Okay, I've put aside my Network studies for a bit ( Going cross-eyed reading about vlans and ACL's ) and managed to get the first scene of the Atronach animation ready. Dunno how many scenes I'll do with this one. Will play it by ear I guess.   Atronach.gif   Pretty cool but bet she leaves him with a burning sensation in his crotch.
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