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Posted

 

Hi Dayelyte, just a quick question: Have you had a chance to compare skeletons of Atronach and Spriggan? Could something of your Atronach anims be salvaged for them?

 

If you go back a few pages, this has been asked before several times.

They aren't even remotely compatible. 

 

Have a look at their skeletons in nifskope, flame atronachs are one the ones with really inconsistent bone names.

 

Darn that's a pity, would have loved some spriggan animations :6 

Posted

Is there any way that the werewolf and atronach animations can be used with the basic Skyrim races? For instance lets say I replaced the AP Cowgirl with you WW cowgirl anim. Will that mess things up?

Posted

These animations almost make me want to play as a man..

 

You could just make your character a hermaphrodite/futanari using SOS-UNP add-on then use the Sexlab gender change toggle found in mods such as Sexlab Cumshot,letting you use the animations without having to switch to a completely male character.

Posted

Is there any way that the werewolf and atronach animations can be used with the basic Skyrim races? For instance lets say I replaced the AP Cowgirl with you WW cowgirl anim. Will that mess things up?

Unfortunately, yes it would. Unlike the original animations for human on human interaction who share similar skeletons, critters and humans are nothing like one another. Different layouts, bone counts and naming conventions.

 

Each animation essentially becomes blocks of motion data for the bones present in a characters skeleton. Each block of data is designed for a particular bone. It tells the bone pretty much where to be and when during the animation.

 

Just taking into account the bone counts between a WW and Human skeleton, if you tried to run the WW anim data against a human skeleton ( or vice versa ) it would end up moving a bone that wasn't supposed to move and the effect would be . . . well lets just say your mesh will try to turn itself inside out as your arm bone tried to move as a thigh, and your leg bone tried to move as your spine :)

Posted

i wish you would make human on human animations too...

I can, but I am only one person and these things take about ~6-10 hours per stage to do. Lots of requests, only so much time in he day :)

Posted

There are enough Human on Human animations as is, covering just about everything under the sun, they are the most attempted animations out there. I for one want more creature animations, as they are too few in number and few people bother to make them

Posted

 

i wish you would make human on human animations too...

I can, but I am only one person and these things take about ~6-10 hours per stage to do. Lots of requests, only so much time in he day :)

 

 

pfft you don't need sleep, work or a personal life. :)

Posted

So if I wanted to test out a creature's animations ingame, how would I go about doing that? My knowledge on mods only goes as far as to let me install them via NMM. I would really like to to see the Flame Atronach in action.

Posted

One question. How do you animate WW mouth? I don't see any bones controling it there.. :(

 

 

So if I wanted to test out a creature's animations ingame, how would I go about doing that? My knowledge on mods only goes as far as to let me install them via NMM. I would really like to to see the Flame Atronach in action.

 

i just overwrited original animation files in SexLab animations and it worked for me (if problems run FNIS and clear animation data in sexlab)

Posted

There are enough Human on Human animations as is, covering just about everything under the sun, they are the most attempted animations out there. I for one want more creature animations, as they are too few in number and few people bother to make them

 

Never enough human on human, that category hasn't been exhausted yet by a long shot.  That said, we are grateful for ANY animations we can get produced and creature animations are a category that has plenty of holes to fill to have even one animation with some creatures.

 

 

Posted

Okay, as promised, scene 6 and 7 for the Atronach are ready.  They have been uploaded and are now part of the Atronach Animations file.  I did test them on my system and they work as expected in game.  Have fun :D

 

post-103460-0-22495200-1403733217_thumb.gifpost-103460-0-02970400-1403733223_thumb.gif

 

 

 

Posted

So if I wanted to test out a creature's animations ingame, how would I go about doing that? My knowledge on mods only goes as far as to let me install them via NMM. I would really like to to see the Flame Atronach in action.

 

Take a look at Dentarr's mod:  http://www.loverslab...nasty-critters/

 

 

I believe the Atronach animations are being added in there. 

Posted

One question. How do you animate WW mouth? I don't see any bones controling it there.. :(

 

 

The NPC Jaw [Jaw] bone is what controls the WW mouth / jaw.

Posted

 

Okay, as promised, scene 6 and 7 for the Atronach are ready.  They have been uploaded and are now part of the Atronach Animations file.  I did test them on my system and they work as expected in game.  Have fun :D

 

attachicon.gifAtronach_S6.gifattachicon.gifAtronach_S7.gif

What mod uses these???

 

 

Look at the post just prior :D   Dentarr has a mod using them, but I doubt S6 and S7 are a part of it yet considering I just uploaded them about five minutes ago.  Though S1 - S6 are I believe.

Posted

 

One question. How do you animate WW mouth? I don't see any bones controling it there.. :(

 

 

The NPC Jaw [Jaw] bone is what controls the WW mouth / jaw.

 

 

 

found it, thanks! :))

Posted

I know you say it's not but you make this look all too easy. I couldn't even get a mesh from nifskope to blender to work in my favour. Thanks for you dedication and hard work! We really appreciate your time and effort to make and share these with us bud!

Posted

Well it seems Adobe went off and pulled a Ninja update on me.  The latest version of Adobe Premiere CC 2014 no longer supports exporting .flv files :| 

 

( grumble )

 

As a result, this is encoded in h.264 / .mp4 instead, thus the rather large filesize. I suppose I can't complain.  The file went from a raw 5GB down to 86MB so . . . . . meh. .

 

This is simple in game footage of the atronach animations is all.  Let me know if you have issues viewing it.  It -should- be a common codec, but you never know with these damn things until someone tells you it doesn't work :D

 

 

 

 

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