Rokabur Posted July 2, 2014 Posted July 2, 2014 Not putting the chicken one in SL I can see but why not the Werewolf ones? There are already human/WW animations in SL after all... Prejudice against female most female creatures.
Dayelyte Posted July 3, 2014 Author Posted July 3, 2014 I still think it would be funny to make a mod where everything you have sex with automatically becomes a follower. The look on the townsfolks faces as a stranger walks into town with an army of woodland critters following along would be priceless
Rokabur Posted July 3, 2014 Posted July 3, 2014 My first animation in 3ds max(I dont know what to do after 3ds max). Use it if its possible. Now we just need doggystyle and a few other positions for Spriggan.
BLZBob Posted July 3, 2014 Posted July 3, 2014 I still think it would be funny to make a mod where everything you have sex with automatically becomes a follower. The look on the townsfolks faces as a stranger walks into town with an army of woodland critters following along would be priceless You would need a bunny animation, an aggressive animation, furry little face humpers! Raped by rabbit, it could work.
Cranky Cat Posted July 3, 2014 Posted July 3, 2014 Here's an Atronach mod idea. How about a quest where you can gain a once per day power for total immunity to fire (for a minute or two) in exchange for periodically having sex with one particular lonely fire spirit. The first time is right away when you meet her but then maybe have her show up when you rest and aren't in a bed with your spouse; or perhaps you have to be outside. If it has been more than 7 days since the last time the power goes away. Have her randomly show up when you rest with a greater chance the longer it's been; up to 100% if it's over X days. You don't need to use the power when having sex, that one's on her. :-)
KiWolfGirl Posted July 3, 2014 Posted July 3, 2014 I still think it would be funny to make a mod where everything you have sex with automatically becomes a follower. The look on the townsfolks faces as a stranger walks into town with an army of woodland critters following along would be priceless You would need a bunny animation, an aggressive animation, furry little face humpers! Raped by rabbit, it could work. LOL i wouldnt mind one for all the little forest creatures, rabbit, skeever, and foxes
regrius Posted July 3, 2014 Posted July 3, 2014 I still think it would be funny to make a mod where everything you have sex with automatically becomes a follower. The look on the townsfolks faces as a stranger walks into town with an army of woodland critters following along would be priceless Reminds me of Miria from Fallout 2. Just need to add encounters with random hunters who want to pay you for a little quality time in the bushes with your "companions". Slight problem exporting to havok. Seems it's never been done outside havok's own code, probably for very good reason. Still don't know what I'm going to do about that, but I did find an uncompressed interleaved animation class, which wouldn't need the NURBS algo.
Dayelyte Posted July 3, 2014 Author Posted July 3, 2014 Havok is definitely it's own animal. Why is it this stuff is never easy. . .
dentarr Posted July 4, 2014 Posted July 4, 2014 Umm.. Ive been asked to "add the new Spriggans" ... are they in gameformat (.hkx) now somewhere?
Dayelyte Posted July 4, 2014 Author Posted July 4, 2014 Just responded in your thread Not yet, I have given Xan all the info needed to do the conversions, but it's a pain in the ass and time consuming process for someone who is already familiar with it. Even more so if you're not. Hopefully the spriggan works with the standard .kf export process. If not adds another bunch of steps if you have to use the Havok Exporter :/
dentarr Posted July 4, 2014 Posted July 4, 2014 I feel your pain Dayelyte. Have seen myself how painful it is to get a model out of 3DS and through Nifskope into the game. And that is only 2 Steps... more ore less. (more, most of the time) How nice modding would be if you just saved stuff and it looked in game the way it did in 3D Studio... for example I tried to equip the Chaurus Hunter yesterday and .. well.. crazyness all around...
streetmaniac Posted July 4, 2014 Posted July 4, 2014 How nice modding would be if you just saved stuff and it looked in game the way it did in 3D Studio... for example I tried to equip the Chaurus Hunter yesterday and .. well.. crazyness all around... imagine how beautiful it would be if all you needed was an idea and then the whole thing appeared
dentarr Posted July 4, 2014 Posted July 4, 2014 imagine how beautiful it would be if all you needed was an idea and then the whole thing appeared Well.. the difference would be "proper workflow with proper tools" to "Science Fiction" This state of affairs is probably the cause why so few people actually release anything for the game.
Dayelyte Posted July 4, 2014 Author Posted July 4, 2014 What tools did Bethesda use for animations?Any of the 3D applications that work with Havok ( Softimage, Max or Maya ). They had an in house team that modeled the assets. Another that textured them, likely another that rigged them. Perhaps even another who handled exporting and or conversion to the final .hkx files. So they had all the true assets available to them from the get go instead of having to deal with all the pre and post conversions. They would have needed to animate it as we do, but they likely used the Havok Export Toolset ( which we also have ) as their standard method to export the final product. While not difficult, it does have a small learning curve to it as it needs to be set up properly for it to work at all. Also, since they had the true assets and not converted ones, it's unlikely they had to deal with conversion errors when the asset is first brought into Max as we have. Most of these are skew / scaling issues that need to be identified and fixed. To top it all off, this is what they did full time professionally Most of us work on it when we can outside of our normal jobs and responsibilities. One of the more annoying issues is folks need to have access to 2010 -2012 Max and the Havok Tools for 2010. Considering it's now 2014, this becomes more of an issue as time passes. So while I understand the appetite for new animations will never truly be satiated, realize there are only so many folks doing this stuff and only so much time in the day to do it.
regrius Posted July 4, 2014 Posted July 4, 2014 Just wanted to add that the real reason for the conversion mess is that the only real commercial assets both Havok and Max have are the copyright and trade secrets on their code; they don't actually own anything you can hold in your hand, the "legal fun stuff" is all they've got to make money off and pay their people with. That leads to the "interesting" licenses they have to use their code, and the restrictions that make integrating things smoothly impossible unless the two companies get together and make a deal themselves(and renew it every time they make a breaking change). Granted the idea of copyright was "supposed to" promote innovation and integration not make it illegal, but things seldom turn out the way they're supposed to, and trade secret laws never had any public interest involved at all. Just immagine you've got two cookie monsters with different cookies, and tell them they can make better cookies if they give the ones they have now to each other. Good luck with that. Havok at least really did whip out their naughty bits for all to see, and gave explicit permission to play with it in the interest of integration(more profit); only catch is that if you go that route, you can't release any of their code yourself, you have to actually write your own (no copypasta, no linking, actually write your own code) that does basically the same thing. So if you're really interested in making it work smoothly, I'd love a library for binary tagfile encoding, and one for NURBS animation compression. C# bindings and a CLR-Havok baseclass library would be great too.
luckymcluckerton Posted July 5, 2014 Posted July 5, 2014 After you're finished with the werewolf animations may I suggest animations for the female vampire lord?
doan77 Posted July 5, 2014 Posted July 5, 2014 My question is quite off topics, but this the WW lover's thread so im sure someone here have the answer What mod do you use to trigger WW PC animation ? Give Dentarr's More NastyCritters a whirl and see if that's what you're looking for. I'm looking for the opposite, my npc is the Werwolf -already have submit, defeat, is there a mod who would help me to use WW with dialogue system or else -non rape- thx for the reply
BLZBob Posted July 5, 2014 Posted July 5, 2014 My question is quite off topics, but this the WW lover's thread so im sure someone here have the answer What mod do you use to trigger WW PC animation ? Give Dentarr's More NastyCritters a whirl and see if that's what you're looking for. I'm looking for the opposite, my npc is the Werwolf -already have submit, defeat, is there a mod who would help me to use WW with dialogue system or else -non rape- thx for the reply I use Sexlab Romance, even as a WW I can initiate sex threw dialogue. Not sure but you might need another mod that lets you talk to people as a WW as well, I have Werewolf Mastery installed. That lets me configure allot of options for being a WW and that might be what lets me talk to NPCs, I know it is what lets me set NPCs to be non hostile to werewolves.
dentarr Posted July 7, 2014 Posted July 7, 2014 Since they were posted here first I wanna let you know that Xandero's Spriggan aniamtions are done and now part of More Nasty Critters. Cool stuff! And good to see another talented animator adding his work to the good cause!
Dayelyte Posted July 7, 2014 Author Posted July 7, 2014 Thanks. I spoke with Xandero via pm and gave them the steps I use to get the finished Max animation exported out to .hkx files. Since the .hkx files are now a reality, it looks like we now have another critter animater to utilize
regrius Posted July 8, 2014 Posted July 8, 2014 Haven't had much time lately, but I got the FBX scenegraph built with a beautiful line of declaritive LINQ. Only problem is the graph isn't what I was expecting. The exported scene root has 17 children, all of type "model" with the following names: NPC-femwwCapsule02-femwwIK_Left_Elbow_Target-femwwIK_Right_Elbow_Target-femwwIK_Left_Knee_Target-femwwIK_Right_Knee_Target-femwwIK_Right_Leg-femwwIK_Left_Leg-femwwIK_Right_Foot-femwwIK_Left_Foot-femwwPoint001-femwwPoint002-femwwParticle View 001-femwwIK Chain001-femwwCurve001-femwwIK Chain002-femwwPoint002-femww These almost have to be the names of the objects in the Max scene "WW_OnTop" was exported from. What Havok needs is interleaved bone keyframes, somewhere in those objects should be the data I need(more or less), but I have no idea where to start looking, it's just a big steaming nested mess of 2068 objects that I haven't written query functions for. If you could import the WW_OnTop fbx into Max, and just tell me which path of scene objects to follow to the animation, it would be very helpful. Otherwise, I may have to write code to construct every single scene object. There is also what looks like a NURBS curve somewhere in there that looks like it's connected to the tail somehow, and I'm a little concerned it's sort of like a sine wave loop animation for the tail, which I have absolutely no clue what to do with. Any info on tail animation in Skyrim would be helpful.
Dayelyte Posted July 8, 2014 Author Posted July 8, 2014 The majority of the nodes you have listed there are not part of the " official " Werewolf skeleton. They are the IK systems and helpers that I'm using to drive the bone motion. FBX takes this data and bakes the motion into the bones directly as Skyrim / Havok only reads the motion data on the bones / nodes. It is a necessary step otherwise Havok won't see any motion data on the bones themselves and, once in game, nothing will move. The Nurbs curve is also one of my own nodes. The curve is built and aligned to the tail bones before a Spline IK system is put into place to drive the tail. That said, when I am ready to export a scene out via Havok, I have to give Havok a list of all the bones / nodes in the scene it requires. Any additional nodes not in this list are simply ignored. Currently, we generate this this from the existing Havok Skeletons ( skeleton.hkx ) for each critter we are animating. The command to export it yourself ( assuming you have the hkxcmd executable available ) is: hkxcmd dumplist skeleton.hkx I have included one of these files for you so you can see what nodes Havok must have in order to perform the export. Noteworthy is the fact that the scene hierarchy in Max MUST match the list hierarchy. Also noteworthy is the fact there are items Havok refers to as " floating " nodes. Bones / nodes that aren't driving any mesh movement, but are still required to be in place. I'm still a little fuzzy on the concept myself. I will also include the XP-32 skeleton bone / node list to illustrate the " floating " node concept a bit more. There are a LOT of bones / nodes there that have to be in the scene but do not drive any motion data on the mesh as far as I know. ( Things like X_NPC LookNode, AnimObjectA, etc ) "If you could import the WW_OnTop fbx into Max, and just tell me which path of scene objects to follow to the animation, it would be very helpful. Otherwise, I may have to write code to construct every single scene object." For this, you will need to clarify what you need a bit as I'm not quite sure what you're asking for here. The Havok Bone list files for WW and XP32: WW_and_XP32_BoneLists.rar
Blade_Runner Posted July 8, 2014 Posted July 8, 2014 Since they were posted here first I wanna let you know that Xandero's Spriggan aniamtions are done and now part of More Nasty Critters. Cool stuff! And good to see another talented animator adding his work to the good cause! Best news since flaming thralls on heat. *ba dum tss*
Destroy Posted July 9, 2014 Posted July 9, 2014 Going to add the atronach animations to the next version of SexLab. The others I'm still hesitant on. They are good animations mind you, they are simply so different from the other SexLab creature animations that I feel like they wouldn't fit very well as part of the default. if you'd like though, I can throw together a SexLab 1.50+ capable animation pack mod you could release and easily update as needed. I really like the animation but would it be possible to add this to the Sexlab human list aswell/instead? Creature animations hasn't really been my cup of tea but this looks like it could easily be placed as a human animation.
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