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Posted

Damn. I updated my sexlab as last measure thinking it would fix previous problem of two days of fruitless attempts to install this very much needed mod for my werewolf accompanied ranger, only to be left hanging by finding out its unsupported by current sexlab script now.

Rerolling the version back to 1.39 doesn't seem to bear results after so wanting to try that with no close proximity for it's release. My mind falling into abyss of grief....... 

Posted

The testfile in my download section was built using SexLab v1.39. It has been downloaded and confirmed working by quite a few :)

 

You might give it a shot ( make sure to read the included readme file ) and see if it works out for you.

Posted

Yeah, I've read every message on all 37 pages prying on tips for making it work. (pretty crazy talks) and know by now it works only for v1.39 *pouts* but official sexlab page lets download of only current version (1.56) and only download I found of 1.39 seem to have broken my sexlab addon. All I got left is wait and damn sexlab for not being fast enough and bias for including only male animal animations I never really liked, while your fine work is done here.

-Since you've replied, I'd love to ask if understanding good animator like you could include male humanoid - female sabrecat animation? At-least with no effort already existent idle positions of it standing and resting down while male skelleton could hump it from behind? Have a big thing for big female cats, would love to have it emerged somewhere.

Posted

Is always a possibility. I would have to run some tests on the two meshes to make sure they could both go through the motions, so to speak, without deformation issues. ( was going to do man -> cow, but the cow mesh didn't play nicely and I abandoned the idea )

Posted

Whelp .. . . good news and bad news.  lol

 

The good news is, I finally got around to installing SexLab v1.57, took a look at it and made some edits.  Got the Flame Atronach animation in game and testing. 

 

The bad news is, while the animation mostly works, not all of it does.  Which is puzzling.  Note the image:

 

 

post-103460-0-31278800-1399927872_thumb.jpg

 

 

This is, of course, the grinding atronach test.  She's in the right position, the grinding movement is present and . . . well . . grinding.  However, note the postion of her arms.  They are down by her sides, whereas the animation itself has them resting on the players legs. 

 

Not sure how I'm going to even go about troubleshooting this one.  May stick the animation inside FNIS Zoo and see if it performs the same way there. 

Posted

It also looks like the arms have been stretched some. One of the doggy style animations in sexlab does something similar. Female on all fours but has elbows down instead of hands yet has a level back and it stretches the biceps. No clue why and I doubt it was suppose to do that and I don't know if it does it everytime or not. Not positive on the name of the animation.

Posted

lol

 

These kinds of problems are why folks don't animate anymore :)

 

Reviewed the scene file in Max. Looks fine. Re-exported it anyway and ended up with the same results. Also noted the head doesn't tilt back like it should nor is the jaw moving. :/

 

Dropped it into FNIS Zoo and the results are the same. -sigh-

 

The only recourse I have is exporting via the Havok Tools and that isn't without problems of its own. Namely determining and building the bone map correctly which is a giant pain in the ass.

Posted

lol

 

These kinds of problems are why folks don't animate anymore :)

 

Reviewed the scene file in Max. Looks fine. Re-exported it anyway and ended up with the same results. Also noted the head doesn't tilt back like it should nor is the jaw moving. :/

 

Dropped it into FNIS Zoo and the results are the same. -sigh-

 

The only recourse I have is exporting via the Havok Tools and that isn't without problems of its own. Namely determining and building the bone map correctly which is a giant pain in the ass.

 

I honestly wonder why it would do that. I mean you made it to work like y and then it runs like x. That just so doesn't make any kind of sense to me. I totally believe you but it is so weird.

Posted

Whew, talk about a hot date...

 

devenently, she is fire and flame for you.^^

Posted

I have similar problems exporting animations from 3ds max, aka my animations don't get exported at all anymore. :( I don't know what's gone wrong.

Posted

okay, forgive a noob his noobishness, but I've been trawling the forums and searching else where and maybe it's just I don't know what words to search for, but I'm trying to figure out how your animations are not compatible with the newer sexlab framework. In my (uneducated and unenlightened) mind, the animations are just hkx animation files. Why doesn't just dropping them in the correct folder(s) work? Do the file names have to be specified in a script?

 

I really miss these animations (also I really wanna utilize all of Panic's animations) and I'm just really frustrated that I can't seem to get this to work

 

Again, apologies if I've missed something obvious

Posted

Chuckle. You're not going crazy, the animations themselves are compatible with any and all versions of SexLab as they are just the havok animation files.

 

Where the issue lies is with the scripting that is utilized to call them up. The test files I had made previously were written under SexLab v1.39. Since the updates to v1.55+, the scripting is no longer compatible and the test files will not work in the new versions. ( The animations will work just fine if you know how to write the scripting for current versions of SexLab )

 

I finally got around to downloading v1.57 yesterday and took a look at how Ashal is doing things now. I was able to get the Atronach test animation up and running so getting the Werewolves and Chicken in there shouldn't be too difficult.

 

Though, with the frequency of updates for SexLab rolling in, I can't help but wonder if I should rewrite the test files now, or wait until the fixes are in and the application stable.

 

I'm kicking around the idea of a standalone module that will register the animations with SexLab ( similar to how Estrus and Zaz do ) but I haven't had much time to explore that path yet.

Posted

I had considered offering to write another plugin to get crap out of max correctly, but on investigating, seems only way to do it would be in C++; and I just plain hate that now that I got used to C#. Seems to me that must be where the problem really lies, parts of animation getting dropped/garbled by the exporter, unless you've confirmed the final product isn't malformed itself.

Perhaps the animators can get together, light up the MonkeySignal and find a C++ coder to save the day.

Posted

I had considered offering to write another plugin to get crap out of max correctly, but on investigating, seems only way to do it would be in C++; and I just plain hate that now that I got used to C#. Seems to me that must be where the problem really lies, parts of animation getting dropped/garbled by the exporter, unless you've confirmed the final product isn't malformed itself.

Perhaps the animators can get together, light up the MonkeySignal and find a C++ coder to save the day.

 

If you or anyone could work with the Nifscope team to make a proper Max exporter.. I'm confident it would pretty much be biggest thing to have happened to the TES modding scene in years. Niftools and these exporters always seem to be the greatest bottleneck for any modder which has to deal with them, and not to mention the countless fledgling modders who have just given up at the face of them. It's been a real thorn in the community for a long while.

Posted

And as for the whole creature gender thing from the last few pages: pretty much everything in Skyrim can be defined as male or female in the engine since all creatures are just counted as non-playable races. The only thing really needed for a female anything is a female mesh for it and an actor to be checked as female in the editor (or just an existing NPC/PC's gender to be female for transformations). Looking through the editor, there appears to already be a female elk somewhere in the game, both male and female part of the same Elkrace, so it's functionally completely possible.

 

So yeah, the base engine supports it and the whole idea of creating female version of races isn't necessary, but as stated though, Sexlab apparently doesn't recognize the creature genders and thusly they simply aren't used. Maybe he'll get buggered enough to eventually get it in though.

Posted

Rumour has it that Blender 1.7+ can import/export Nif files now, so maybe animations work, too. I'm going to check it out.

Posted

The oddity that keeps puzzling me is the exports are hit or miss depending on the critter. Some export just fine with the nif exporter, some end up with anomalies in the animation. Other than trial and error, there isn't any way to know outside of conversion and in-game testing.

 

I know the dog, giant, atronach, chaurus and even the damn chicken ended up with some oddities post export. We were able to fix the giant and dog using the Havok Tools exporter, the chicken can be countered by toggling even actor heights option in SL, the chaurus took another mod to resize it's per stage resize issue.

 

I will try to build the bone map for the atronach so the Havok Tools exporter can be used, but I've had mixed results with it so far and am not looking forward to it :/

Posted

I had considered offering to write another plugin to get crap out of max correctly, but on investigating, seems only way to do it would be in C++; and I just plain hate that now that I got used to C#. Seems to me that must be where the problem really lies, parts of animation getting dropped/garbled by the exporter, unless you've confirmed the final product isn't malformed itself.

Perhaps the animators can get together, light up the MonkeySignal and find a C++ coder to save the day.

In the short term, I'm going to compare the bone names that import / export from Max with the skeleton.hkx file to make damn sure they're the same.

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