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Posted

 

 

 

 

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.

Not quite as easy as one might think.

 

The Atronach and human skeletons differ quite a bit in both naming convention and layout. While it may be possible to setup a bone map, the amount of work required ( plus all the tweaking to it afterwards ) would make it less efficient than just doing the animation over from scratch.

 

Alas, no shortcuts :(

Posted

hey Dayelyte i try your new atronach animation,i put them in sexlab creature like the werewolf one i reset the animation in sexlab but nothing work,i'm still using sex lab 1.39, one more question is all your animation is on More Nasty Critters? 

 
Posted

 

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.

Consider adding them but default to having them disabled initially.

 

 

you can already chose which animation you want to play in sexlab,you just unchecked them "i always uncheck gay animation",i respect Ashal but that a lousy excuse for not adding great content, its not like adding child porn animation to sex lab..very sad.

Posted

 

hey Dayelyte i try your new atronach animation,i put them in sexlab creature like the werewolf one i reset the animation in sexlab but nothing work,i'm still using sex lab 1.39, one more question is all your animation is on More Nasty Critters? 

 

 

 

All except the chicken. And no, I am not prejudiced against chicken...

 

MNC does not support SL 1.39 though. 

 

 

 

you can already chose which animation you want to play in sexlab,you just unchecked them "i always uncheck gay animation",i respect Ashal but that a lousy excuse for not adding great content, its not like adding child porn animation to sex lab..very sad.

 

 

Everybody is entitled to his/her own opinion/worldview. Even Ashal.

SL is modular and structured enough to add all kind of stuff with additional mods... so if he doesnt wanna add it himself I do think that should be respected and accepted. 

 

 

Posted

Alright, so the FBX is even more messed up that I thought. I'm finding the WW bone names on objects scattered all over the place inside the first scene object "NPC-femww", but in no discernable order or heirarchy, and I still can't find the AnimLayer object anywhere. Guess I'll have to add query support for the scene map container, don't see any way around it. Also going to need to write something to read the current skeleton from the Skyrim directory, read the bones out of the hkx, and something to figure out which skeleton to look for in the first place. Is it just me, or is Max just a giant disorganized mess?

 

As for the "floating nodes", I'm assuming the "floaters" are just bones not in the primary skeleton heirarchy? From what I was reading in the Havok internals, the animations are stored without directly identifying which bone in the animation goes with which bone in the skeleton file, there's nothing I remember even identifying what skeleton to use. It's obviously done that way to keep ram->vram transfers tiny, but it also means every entry in the skeleton file needs to be present in the same order any time you want to reference it, whether it's an animatable bone, or just the 3rd person camera reference point. Don't know if that helped at all.

Posted

Alright, so the FBX is even more messed up that I thought. I'm finding the WW bone names on objects scattered all over the place inside the first scene object "NPC-femww", but in no discernable order or heirarchy, and I still can't find the AnimLayer object anywhere. Guess I'll have to add query support for the scene map container, don't see any way around it. Also going to need to write something to read the current skeleton from the Skyrim directory, read the bones out of the hkx, and something to figure out which skeleton to look for in the first place. Is it just me, or is Max just a giant disorganized mess?

 

As for the "floating nodes", I'm assuming the "floaters" are just bones not in the primary skeleton heirarchy? From what I was reading in the Havok internals, the animations are stored without directly identifying which bone in the animation goes with which bone in the skeleton file, there's nothing I remember even identifying what skeleton to use. It's obviously done that way to keep ram->vram transfers tiny, but it also means every entry in the skeleton file needs to be present in the same order any time you want to reference it, whether it's an animatable bone, or just the 3rd person camera reference point. Don't know if that helped at all.

 

The object you referenced " NPC-femww " is of my doing.  Well,  the suffix is anyway.  Technically, I should have removed that suffix prior to the export to FBX, but I can elect to either do it there or during the second conversion to the Max native XML Animation file ( .xaf ). When you bring two actors into Max, you need the bones to be unique lest Max tries to calculate itself into a singularity and destroys the known universe. 

 

Well. . . no . . . lol but each actor does have to have unique bone names so they don't conflict.  Thus, after importing one complete actor, I will rename all the bones in that skeleton before importing the second one.  Prior to final exporting, however, I have to remove the suffix or the export will refuse to convert it since the bone listing in Max won't match the bone listing file pulled from the existing skeleton file.  So, in your example, NPC-femww will simply become NPC once again.

 

Which skeleton to look for in the first place will get damned complicated if folks are using mods and / or enhanced skeleton systems.  Yes, Max is a huge mess in regards to some things, but elegant for others.  It's kind of hit and miss actually.  I recently leanred it really has no support for soft bodies ( !!!! wtf ) and were it not for Skyrim, I would be learning Maya instead lol

 

I know the floating bones really caused issues with me early on.  Biggest issues being the bone listing referenced floating nodes that did NOT import into Max at all.  So since they were missing completely, you had to identify them and add them to the scene because if you didn't, the exporter would pitch a fit and / or your in game actor would try to turn itself inside out if you were missing any floaters.

 

I think the system just goes down the list based on the skeleton file.  The first line of motion data in the animation equates to the first bone in the hierarchy and so on all the way down the list.  Is probably why the hierarchy in Max MUST match the skeleton.hkx file, otherwise the motion data driving the hips may get applied to a head, left toe or vertebrae X causing John Carpenter syndrome ( the aforementioned attempt to turn itself inside out ).

Posted

 

 

hey Dayelyte i try your new atronach animation,i put them in sexlab creature like the werewolf one i reset the animation in sexlab but nothing work,i'm still using sex lab 1.39, one more question is all your animation is on More Nasty Critters? 

 

 

 

All except the chicken. And no, I am not prejudiced against chicken...

 

MNC does not support SL 1.39 though. 

 

 

My poor chicken gets no love :D

 

Though, there is some oddball scaling issue within SexLab that wreaks havoc with it.  I can't remember which way it went, but you either had to have " even actors height " toggled on or off to make it work properly.  You'll know if it's wrong because the chicken sits about face level and is about twice the size of a normal one.  lol

 

Then again, chicken sex isn't in big demand so the chickens are mostly safe in the land of Skyrim :D

Posted

 

Alright, so the FBX is even more messed up that I thought. I'm finding the WW bone names on objects scattered all over the place inside the first scene object "NPC-femww", but in no discernable order or heirarchy, and I still can't find the AnimLayer object anywhere. Guess I'll have to add query support for the scene map container, don't see any way around it. Also going to need to write something to read the current skeleton from the Skyrim directory, read the bones out of the hkx, and something to figure out which skeleton to look for in the first place. Is it just me, or is Max just a giant disorganized mess?

 

As for the "floating nodes", I'm assuming the "floaters" are just bones not in the primary skeleton heirarchy? From what I was reading in the Havok internals, the animations are stored without directly identifying which bone in the animation goes with which bone in the skeleton file, there's nothing I remember even identifying what skeleton to use. It's obviously done that way to keep ram->vram transfers tiny, but it also means every entry in the skeleton file needs to be present in the same order any time you want to reference it, whether it's an animatable bone, or just the 3rd person camera reference point. Don't know if that helped at all.

 

The object you referenced " NPC-femww " is of my doing.  Well,  the suffix is anyway.  Technically, I should have removed that suffix prior to the export to FBX, but I can elect to either do it there or during the second conversion to the Max native XML Animation file ( .xaf ). When you bring two actors into Max, you need the bones to be unique lest Max tries to calculate itself into a singularity and destroys the known universe. 

 

Well. . . no . . . lol but each actor does have to have unique bone names so they don't conflict.  Thus, after importing one complete actor, I will rename all the bones in that skeleton before importing the second one.  Prior to final exporting, however, I have to remove the suffix or the export will refuse to convert it since the bone listing in Max won't match the bone listing file pulled from the existing skeleton file.  So, in your example, NPC-femww will simply become NPC once again.

 

Which skeleton to look for in the first place will get damned complicated if folks are using mods and / or enhanced skeleton systems.  Yes, Max is a huge mess in regards to some things, but elegant for others.  It's kind of hit and miss actually.  I recently leanred it really has no support for soft bodies ( !!!! wtf ) and were it not for Skyrim, I would be learning Maya instead lol

 

I know the floating bones really caused issues with me early on.  Biggest issues being the bone listing referenced floating nodes that did NOT import into Max at all.  So since they were missing completely, you had to identify them and add them to the scene because if you didn't, the exporter would pitch a fit and / or your in game actor would try to turn itself inside out if you were missing any floaters.

 

I think the system just goes down the list based on the skeleton file.  The first line of motion data in the animation equates to the first bone in the hierarchy and so on all the way down the list.  Is probably why the hierarchy in Max MUST match the skeleton.hkx file, otherwise the motion data driving the hips may get applied to a head, left toe or vertebrae X causing John Carpenter syndrome ( the aforementioned attempt to turn itself inside out ).

 

 

It's exactly stuff like this that stops me from even considering trying to do animations even if my laptop wouldn't literally melt trying lol.

Posted

 

 

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.

Consider adding them but default to having them disabled initially.

 

 

you can already chose which animation you want to play in sexlab,you just unchecked them "i always uncheck gay animation",i respect Ashal but that a lousy excuse for not adding great content, its not like adding child porn animation to sex lab..very sad.

 

 

Gay animations are easily filtered out by the mods starting animations, and even if they don't there are so few of them in the many other animations that they rarely come up. Creature animations in SexLab have a very limited selectability when playing an animation, seeing as they are picking from a pool of 2-4 animations rather than the 50+ animations of non-creatures. Since most of these animations are reversed of the typical creature animations, the results would be all the current SexLab creature enabled mods now suddenly playing unexpected and out of place animations.

 

For example, you're playing with SexLab Defeat for example, your fighting a werewolf and your losing the battle, SexLab Defeat kicks in as your health drops low, and suddenly instead of losing the fight your fucking the werewolf? The point is as creatures mods are implemented into SexLab right now, the animations don't make logical sense for the majority. 

 

I could add them and have them disabled by default, sure, but animations add a sizeable amount to the download, and they would be unused by the majority of users as a result of their being disabled by default.

 

It simply makes more sense for everybody involved to just create an independent mod that registers the animations in SexLab, they aren't hard to create and Dayelyte could update it immediately when releasing new animation rather than waiting months for a new version of SexLab to come out including them. I've offered to create this registration mod for Dayelyte to add the animations to SexLab, it's not as if I'm just ignoring them.

 

More importantly; I don't need excuses for what I want to include or not include in my own mod, but I've explained my reasoning anyway. 

Posted

 

 

 

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.

Not quite as easy as one might think.

 

The Atronach and human skeletons differ quite a bit in both naming convention and layout. While it may be possible to setup a bone map, the amount of work required ( plus all the tweaking to it afterwards ) would make it less efficient than just doing the animation over from scratch.

 

Alas, no shortcuts :(

 

 

Not sure about 3dmax but blender has re-target system in order to make animation fit another skeleton it is still not full workaround but anything beats to have to do it all over again.

But you are right if it does not work it will be best to fully start over.

 

Posted

The bone name trimming isn't really important, the actual string in the FBX file is "NPC-femww\x0000\x0001Model", so it's in need of substring fun regardless.  I was just expecting the assembled scene map to resemble an armature, but that's just not in the cards.

The right way to do all of this is probably to actually use whatever IDE full Havok supplies, and import into that rather than export to hkx, but I have no idea what full blown Havok actually consists of. Anyway, I'll need to essentially remake hkxcmd in C#, and I've already found and looked through the source for that, just need to find time and actually do it.

 

Looking back, Skyrim is still a technical improvement, as back in Morrowind, to get actual sex animation, we had to run a second program alongside the game to make it work. Those were fun times.

Posted

 

 

 

 

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.

Not quite as easy as one might think.

 

The Atronach and human skeletons differ quite a bit in both naming convention and layout. While it may be possible to setup a bone map, the amount of work required ( plus all the tweaking to it afterwards ) would make it less efficient than just doing the animation over from scratch.

 

Alas, no shortcuts :(

 

 

Not sure about 3dmax but blender has re-target system in order to make animation fit another skeleton it is still not full workaround but anything beats to have to do it all over again.

But you are right if it does not work it will be best to fully start over.

 

 

 

Max does too.  They just call it bone mapping.  Softimage called it Gator, and Maya probably has something as well.  I'll experiment with it, but I have some serious doubts about any positive output from it :D

 

 

Posted

Most of these would be the absolute bomb as simple human on human animations instead. Nice work, but it's a pity changing them over isn't so easy

Posted

Chuckle,  I have so many requests I have a hard time keeping track of them all :D

 

 

Skeevers, Netch, Canine, Spriggans, more werewolf, Horses, and even human ones. 

My poor brain is gonna esplode from it all . . . . lol

 

 

Posted

Chuckle,  I have so many requests I have a hard time keeping track of them all :D

 

 

Skeevers, Netch, Canine, Spriggans, more werewolf, Horses, and even human ones. 

My poor brain is gonna esplode from it all . . . . lol

 

The master must pass on his knowledge to more padawans.

Posted

 

 

Max does too.  They just call it bone mapping.  Softimage called it Gator, and Maya probably has something as well.  I'll experiment with it, but I have some serious doubts about any positive output from it :D

 

I knew i was missing something. Abbreviation from 1 tool is totally different then another tool. :D

Posted

Do you have a written list or an order you work to?
 
If you couild show you're working on X then Y and plan to do Z after that, it should cut down the number of requests for the same stuff if people can see that something like their request is in a queue to be considered.
 
Not to mention keeping people off your back with "When are you going to do blahblah?" comments.

Posted

Chuckle,  I have so many requests I have a hard time keeping track of them all :D

 

 

Skeevers, Netch, Canine, Spriggans, more werewolf, Horses, and even human ones. 

My poor brain is gonna esplode from it all . . . . lol

We all look forward for GangBang animations with this lovely creatures who can not wait to get in.. action! :D

 

 

 

4e2f9c47ab4af1e7372517452a6290e1-d4gvvz8

 

Flying-Skeever.jpg

 

 

Posted

How to install ?

 

i'm install 

Skyrim\Data\Meshes\actors\character\animations\SexLabCreature

Skyrim\Data\Meshes\actors\werewolfbeast\animations\SexLabCreature

not working.

Posted

 

Do you have a written list or an order you work to?

 

If you couild show you're working on X then Y and plan to do Z after that, it should cut down the number of requests for the same stuff if people can see that something like their request is in a queue to be considered.

 

Not to mention keeping people off your back with "When are you going to do blahblah?" comments.

 

Not really. I have to test the meshes first for new critters to see if they can be done at all. In addition, there are so many requests there is no way to keep up with them.  If I wrote them all down, it would fill up a few pages quickly. 

 

I wish they didn't take so much time to do, but I won't compromise quality for quantity. Sucks but a bad animation is just time wasted imo :D

 

 

Then there is that whole IT thing I do ten hours a day.  Eats up mah animating time lol

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