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Standard XP32 skeleton, UNP body.

 

UNP body is a good basis for animation, for better compatibility with all the bodies of the UNP family, UNP is the best choice! :)

 

 

I deep tested the new Dogspooning animation (3 stage) my absolutely not meant to be a criticism, but just a suggestion :

 

my conclusion is that if you want to be perfect work, accomplished in its fullness, animation stage must be 4.. it is very simple, do not need to do a new animation, you just have to take the stage 2, these make the third additional satage with twice the speed of the second stage, in this way the animation as a whole will be more complete and satisfying, the second stage is fine, but not precede the orgsmo and too slow, the basic idea is that the dog is so horny as if he had swallowed a pack of viagra / exciting, then the stage is too slow as the pace / speed to precede the last satage of ejaculating, I think you understand what I mean..  ^_^

 

 

 

 

Luki:

 

Chuckle.  Twice the speed you say ?   That's pretty zippy. 

 

To be honest, it would also require some minor tweaks made to it as simply doubling the speed would also double the speed of all the motion in the scene.  It would look like someone pressed fast forward or something lol  The actors heads would flop about, the tail wag would be a blur, etc :D

 

 

Cyndi:  Thanks for answering the question about what version. 

 

 

DarkRavage:  I would think SexLab Defeat still works with critters ?    Assuming they have kept it current anyway.

 

 

Unrelated:

 

This was the other test anim I did  before the Skyrim game engine told me where I could stick my scaled down dragon lol

Shame really,  would explain where the Dovakin came from :D

 

" The Black Briar Meadery reminds you to drink responsibly lest you end up like this guy "

 

 

 

 

 

 

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I deep tested the new Dogspooning animation (3 stage) my absolutely not meant to be a criticism, but just a suggestion :

 

my conclusion is that if you want to be perfect work, accomplished in its fullness, animation stage must be 4.. it is very simple, do not need to do a new animation, you just have to take the stage 2, these make the third additional satage with twice the speed of the second stage, in this way the animation as a whole will be more complete and satisfying, the second stage is fine, but not precede the orgsmo and too slow, the basic idea is that the dog is so horny as if he had swallowed a pack of viagra / exciting, then the stage is too slow as the pace / speed to precede the last satage of ejaculating, I think you understand what I mean..  ^_^

 

Chuckle.  Twice the speed you say ?   That's pretty zippy. 

 

To be honest, it would also require some minor tweaks made to it as simply doubling the speed would also double the speed of all the motion in the scene.  It would look like someone pressed fast forward or something lol  The actors heads would flop about, the tail wag would be a blur, etc :D

 

in reality, dogs fucking their master, as the damned, very fast as if they had the flames in the ass, stage one has a slow and delicate that only a human being can have when it enters, not a dog, while the speed stage 2 of the dog as if it were stage 1 of the "human" animation

 

this is what I meant, you've wanted to make too good animations but lacks the final sprint, the canine animal passion is missng, so I proposed a third pre-final stage faster, I say twice, but a 50% speed is more feasible to make extra stage 3, and I assure you that 80% of people will not notice the flaws you speak of .. is charo an animated feature that is designed to be fast is much better, but in the Life "imperfect world", there is also a bit of compromise, the perfectionism let him to those who have the great patience and soul force to do all that needs to be done, to say finished, completed 100%

 

so it remains an incomplete sequence that could be perfect, one of the best ever, it's like a missing piece of puzle, a missing link, it leaves a feeling that something is missing that should be there.

 

you know what you are strict with yourself, so as to throw away countless hours of work on behalf of, as only a true professional has the courage to do! even if the "common" people, it probably would go fine.. :D

 

if I tell you these things, it's just because I love your works! ^_^

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Did you scale the skeleton before you animated it, and if yes do you have said scaled skeleton?

It could probably be reworked into an entirely different race, so that it plays nice.  

I mean I'm pretty sure I could build an entirely new entity from scratch if I bothered to learn how to animate...

So breaking the main dragon hkx's so that they actually get used to generate behavior instead of the scripts and then just making a smaller "dragon" shouldn't be too insane.

After all, that is what knives and duct-tape are for right?

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I've seen people messing around using setscale .05 in the console on dragons to make bird sized ones so I wonder if the scale has to be changed after the dragon is created in world? Just a thought. I don't know how you scaled it. Creating a new race like Cyndi suggested is a good thought too!

 

edit: Did you also have the SL option to match actor scales enabled at the same time you tried the dragon? It probably shouldn't be.

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Phenderix Magic has a spell that summons a mini dragon that is close to that size. I wonder if that might work. If not for god sakes some one make a mod for a dragon that size so we can have that animation!

 

Thinking about it I did try one of the sexlab animations on the small dragon and it might have resized. I will get check if that happens and report back.

Just checked, it didn't resize! Maybe it could work.

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I believe the UNP Body requires XPMSE LE (Legacy Edition) skeleton. That should deform properly.

For the CBBE Body, I'm finding the CT77 body has the correct weighting to be used with XPMSE 2.05 skeleton. It also scales so much better than most of the CBBE variants.

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Standard XP32 skeleton, UNP body.

 

UNP body is a good basis for animation, for better compatibility with all the bodies of the UNP family, UNP is the best choice! :)

 

 

I deep tested the new Dogspooning animation (3 stage) my absolutely not meant to be a criticism, but just a suggestion :

 

my conclusion is that if you want to be perfect work, accomplished in its fullness, animation stage must be 4.. it is very simple, do not need to do a new animation, you just have to take the stage 2, these make the third additional satage with twice the speed of the second stage, in this way the animation as a whole will be more complete and satisfying, the second stage is fine, but not precede the orgsmo and too slow, the basic idea is that the dog is so horny as if he had swallowed a pack of viagra / exciting, then the stage is too slow as the pace / speed to precede the last satage of ejaculating, I think you understand what I mean..  ^_^

 

 

 

 

Luki:

 

Chuckle.  Twice the speed you say ?   That's pretty zippy. 

 

To be honest, it would also require some minor tweaks made to it as simply doubling the speed would also double the speed of all the motion in the scene.  It would look like someone pressed fast forward or something lol  The actors heads would flop about, the tail wag would be a blur, etc :D

 

 

Cyndi:  Thanks for answering the question about what version. 

 

 

DarkRavage:  I would think SexLab Defeat still works with critters ?    Assuming they have kept it current anyway.

 

 

Unrelated:

 

This was the other test anim I did  before the Skyrim game engine told me where I could stick my scaled down dragon lol

Shame really,  would explain where the Dovakin came from :D

 

" The Black Briar Meadery reminds you to drink responsibly lest you end up like this guy "

 

attachicon.gifDragon_30fps.gif

 

 

That animation is awesome. Hopefully later on you'll find out how to fix what went wrong.

 

 

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SexLab Defeat doesn't allow it anymore :(

 

Defeat I think only lets you be raped by critters not rape them. Not really much in the way of female critters you could rape are there? I guess those flame things and sprigans? Cant see a human raping a werewolf... that would just be silly. You could always just ask them nicely like a gentleman :P

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Aight Iuki,  this ones for you :D

 

 

After taking a breather over the weekend, I added a third scene for the Side Doggy setup.  So technically, there are now enough scenes to make it a standalone if you want to. 

 

It's long, ( 450 frames or 15 seconds ) so hopefully it won't go crazy within SexLab.  Considering what the animation is though, the length was necessary :D

 

I have already updated the main downloads section with the new files.  I will add just the third files here as well as the preview.

( My apologies in advance for the small preview, the full size one was pushing 45 MB in size and my poor cell phone would probably catch fire trying to transfer that :| )

 

Enjoy.

 

attachicon.gifcanine_on_side_s3.rar

 

attachicon.gifSide_Doggy_S3.gif

0_o.....<3 :'D

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I agree with Iuki that another stage before knotting would be nice even if its just a sped up version of another because also that would make it the full 4 stages which works better with the animation timers and controls. Ive been having some trouble making minor adjustments in the alignment but that may because of something im doing wrong. i should post a topic about advanced tips for that... oh hes also right about dogs fucking really fast but i like the speed of the animation as it is now. I just think the extra stage would make configuring it with SL easier. This is my new favorite animation and LOL about the dog dragging the character around, I actually did something like that in an edit of a game i did some work on :shy:

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Standard XP32 skeleton, UNP body.

 

UNP body is a good basis for animation, for better compatibility with all the bodies of the UNP family, UNP is the best choice! :)

 

 

I deep tested the new Dogspooning animation (3 stage) my absolutely not meant to be a criticism, but just a suggestion :

 

my conclusion is that if you want to be perfect work, accomplished in its fullness, animation stage must be 4.. it is very simple, do not need to do a new animation, you just have to take the stage 2, these make the third additional satage with twice the speed of the second stage, in this way the animation as a whole will be more complete and satisfying, the second stage is fine, but not precede the orgsmo and too slow, the basic idea is that the dog is so horny as if he had swallowed a pack of viagra / exciting, then the stage is too slow as the pace / speed to precede the last satage of ejaculating, I think you understand what I mean..  ^_^

 

 

 

 

Luki:

 

Chuckle.  Twice the speed you say ?   That's pretty zippy. 

 

To be honest, it would also require some minor tweaks made to it as simply doubling the speed would also double the speed of all the motion in the scene.  It would look like someone pressed fast forward or something lol  The actors heads would flop about, the tail wag would be a blur, etc :D

 

 

Cyndi:  Thanks for answering the question about what version. 

 

 

DarkRavage:  I would think SexLab Defeat still works with critters ?    Assuming they have kept it current anyway.

 

 

Unrelated:

 

This was the other test anim I did  before the Skyrim game engine told me where I could stick my scaled down dragon lol

Shame really,  would explain where the Dovakin came from :D

 

" The Black Briar Meadery reminds you to drink responsibly lest you end up like this guy "

 

attachicon.gifDragon_30fps.gif

 

Maybe for humanoid on dragon animations,the humanoid could climb up(or float up,which ever works better) to the tail base of the full scale dragon rather than working with a reduced scale dragon?

 

That or change the nature of the animations to include the Dragonborn wielding sex toys like weaponry(there are enough phallic weapon mods out there to repurpose one of them for this purpose) to pierce a dragon(ess') most tender areas while providing an alternative animation intended for those whose Dragonborn are possessed of lad lances large enough to skewer a dragon properly with minimal effort.

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Did you scale the skeleton before you animated it, and if yes do you have said scaled skeleton?

It could probably be reworked into an entirely different race, so that it plays nice.  

I mean I'm pretty sure I could build an entirely new entity from scratch if I bothered to learn how to animate...

So breaking the main dragon hkx's so that they actually get used to generate behavior instead of the scripts and then just making a smaller "dragon" shouldn't be too insane.

After all, that is what knives and duct-tape are for right?

 

TBH, all I did was take the existing skeleton and rescale it in Max.  Similar how I compensate Wolf animations using the undersized canine skeleton. The idea was, during the animation, the dragon would conform to the scaled down skeleton.  hahahahahahahah

 

Was I ever wrong :D

 

What I need to check on is if the dragon skeleton is in more than one file or not. 

 

There are some extra bones in the imported skeleton than there are in the Havok Skeleton file for the dragon.  ( Foot controls it looks like )

The game gives the dragon a base scale of 1.0, so the imported skeleton into Max is the correct size.  Why it goes nuts in game is a good question.

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Looks like you're back earlier than expected, Dayelyte.

 

Also looks like nif is becoming an obstacle again. If I can spend the time, I'll wrap the havok sdk to C# to start with, it would end up sort of like hkxcmd with the entire havok library enabled.  That was the half of the fbx->hkx exporter I didn't make, as it looked like you didn't need it anymore, and licensing is complicated. Eventually, that could be extended to a native havok editor specifically tailored to Skyrim, something Bethesda no doubt had internally, but decided not to release when they forgot modding was the core asset of their business.

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Looks like you're back earlier than expected, Dayelyte.

 

Also looks like nif is becoming an obstacle again. If I can spend the time, I'll wrap the havok sdk to C# to start with, it would end up sort of like hkxcmd with the entire havok library enabled.  That was the half of the fbx->hkx exporter I didn't make, as it looked like you didn't need it anymore, and licensing is complicated. Eventually, that could be extended to a native havok editor specifically tailored to Skyrim, something Bethesda no doubt had internally, but decided not to release when they forgot modding was the core asset of their business.

 

It's mostly my fault actually.

 

 

The problem lies in scaling.  The wolf mesh is 20% larger than the dog.  So to have the most accurate line up you can get, it's necesary to scale the canine skeleton up by 20% in Max, create the animation, then scale it back down 20% before exporting it since the game engine does it's own scaling.

 

 

The dragon, pffff.   That ones anybody's guess.  In theory it should work just fine, in reality not so much lol  I can throw the scale command setscale .5 in game and it will drop the dragons size by fifty percent.  Doing the same to the skeleton in Max looks fine in Max, but implodes once back in game.  Even using the Havok Exporter.  Beats the hell out of me. 

 

What concerns me is there are no fewer than three bone map lists for the dragon.  One for the main skeleton, one for the neck and head, and one for the phenome lists ( for dragons talking )

 

For the curious, this is the end result when the scaled skeleton is applied to the dragon ingame:

 

 

 

 

For some humor I could do a human actor vanishing act ( ala the Joker Pencil Trick ) using a full sized dragon, but damn I would really like to get the small variant working lol

 

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Guest Xandero

 

What about using the female looking Draugr with male player?

 

Female looking? There are already female draugr in the game. Theres even an entire dungeon of nothing but female draugr.

 

Maybe you misunderstand each other. Well what about  draugr female athletes themselves, they are not so bad at a certain angle :s .. and poor lighting :unsure:  ... and with a helmet :D . I had ideas of animations for them(http://www.loverslab.com/topic/33480-xanderos-stuff081414/page-5?do=findComment&comment=877607) but perhaps they will remain in my head.

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