Pikachu Posted September 22, 2014 Posted September 22, 2014 pretty slow lately... Have you not been paying attention? He said a page or two ago that he's taking a hiatus. And by the way, that's a pretty rude comment to leave someone who's been working hard giving people free content. pretty slow lately... Have you not been paying attention? He said a page or two ago that he's taking a hiatus. And by the way, that's a pretty rude comment to leave someone who's been working hard giving people free content. Thank you, someone needed to say that. I meant by the thread. There is usually some discussion going on here and there but recently it has slowed down. Sorry if you mistook that as some snide offhand comment.
docsteel Posted September 23, 2014 Posted September 23, 2014 I meant by the thread. There is usually some discussion going on here and there but recently it has slowed down. Sorry if you mistook that as some snide offhand comment. Fair enough, I retract my statement. But you may wish to clarify it in the original post. I doubt I'm the only one who read it that way.
Darkening Demise Posted September 24, 2014 Posted September 24, 2014 What mods use these animations? http://www.loverslab.com/files/file/1140-more-nasty-critters/
RengendZ1 Posted September 26, 2014 Posted September 26, 2014 Hey Dayelyte I was wondering if you can make some dragon priest animations if you have time to spare or anyone else here who reads this and can do animations for preists and one of jackga's monster priest. V
inublade Posted October 2, 2014 Posted October 2, 2014 Just wanted to say thanks for everything, and I love your animations.
KiWolfGirl Posted October 3, 2014 Posted October 3, 2014 I use a short tail. where get if they are talking about khajit, mine have short tails too like a bobcat or hyena but that is just how it looks with the EB-Gender EB-Races mod. I would prefer long tails but I like the way the EB argonian looks more
Dragclan Posted October 5, 2014 Posted October 5, 2014 The animations are Awesome, just that the werewolf animations gets glitchy a bit but the animation comes out smooth :>Well done
circ Posted October 10, 2014 Posted October 10, 2014 Hadn't tried these before I once again installed More Nasty Critters and I gotta say, DogFun as MCN calls it, some kind of canine cowgirl anal is amazing. Spooning is nice too but the cowgirl, wow.
foxminoso Posted October 18, 2014 Posted October 18, 2014 blowjob animation's on creature's could be fun, it can give alchemy Ingredients (like on fallout NV)!
henteei Posted October 27, 2014 Posted October 27, 2014 Does the chicken animation still work, possible to get it working?
Darkening Demise Posted October 28, 2014 Posted October 28, 2014 I think the chicken was a test that never went through 100%. Just like the deer/dragon/cow or whatever he also messed with. lol I'd wait for a return, the 'bestiality' animators did release quite a bit a while ago and seem to be taking a break or went mad and left forever.
henteei Posted October 28, 2014 Posted October 28, 2014 Ah, that sucks. I really liked the chicken and deer lol.
Pikachu Posted October 28, 2014 Posted October 28, 2014 I think the chicken was a test that never went through 100%. Just like the deer/dragon/cow or whatever he also messed with. lol I'd wait for a return, the 'bestiality' animators did release quite a bit a while ago and seem to be taking a break or went mad and left forever. Chicken_Amore_for_SLv139_and_below_only.rar
spike4379 Posted November 6, 2014 Posted November 6, 2014 these are pretty great. however the female body folds on itself in part 3 of spooning, do you think you could update it? its my favourite animation in the entirety of sexlab :3 also would you ever do female giving canine blowjob or something along those lines?
JustMeO Posted November 15, 2014 Posted November 15, 2014 You probably hear this a lot, but could someone tell me how to include the Fire Atronach anims into my game? are they even finished? because I put the DL Pack into my sexlab folder and nothing happened. (I stopped reading this thread after P.10, sorry too much to read) I really want to use them and I started with sexlab only yesterday so I have no idea what to do.
shadowwins Posted November 15, 2014 Posted November 15, 2014 You probably hear this a lot, but could someone tell me how to include the Fire Atronach anims into my game? are they even finished? because I put the DL Pack into my sexlab folder and nothing happened. (I stopped reading this thread after P.10, sorry too much to read) I really want to use them and I started with sexlab only yesterday so I have no idea what to do. if you download a mod called more nasty creatures and install it you should be able to find them in sexlabs registry onces you reset it ingame (make sure you run fnis before you do so) 1
Darkening Demise Posted November 15, 2014 Posted November 15, 2014 So Dayelyte is taking a break or something? I haven't seen anything from him. Hope all is well, don't have a nuclear meltdown over animating! Take your time.
mxzero00 Posted December 6, 2014 Posted December 6, 2014 Dayelyte how do you export your creature animations? Do you use the nif scripts or the havoc creation tools? I'm trying to learn how to use the hct for creature animations and the documentation on the subject is almost non-existent.
Dayelyte Posted December 6, 2014 Author Posted December 6, 2014 Dayelyte how do you export your creature animations? Do you use the nif scripts or the havoc creation tools? I'm trying to learn how to use the hct for creature animations and the documentation on the subject is almost non-existent. Early on, I utilized the .nif scripts but eventually switched over to the Havoc Tools for all exporting. Some of the critters we were animating didn't play nice with the .nif scripts so it became a choice of necessity. It does have a learning curve on it, but once you get used to it, it's actually easier than the .nif route.
mxzero00 Posted December 6, 2014 Posted December 6, 2014 Awesome, I'm playing around with it and I feel like I'm hitting my head against a wall. Could you show me your set up, or give me some pointers? My goal right now is to collect as much knowledge as I can and produce as much cohesive documentation on the subject as I and my team can.
platanillo Posted December 7, 2014 Posted December 7, 2014 Awesome, I'm playing around with it and I feel like I'm hitting my head against a wall. Could you show me your set up, or give me some pointers? My goal right now is to collect as much knowledge as I can and produce as much cohesive documentation on the subject as I and my team can. what are you and your team planing to do bro?
mxzero00 Posted December 7, 2014 Posted December 7, 2014 Got it, why has no one ever explained where the rig text files come from. It's not like it's particularly hard, at least not for a vanilla skeleton. Next step build documentation. As for what my team does. I'm currently working with one other animator to modify most of the Skyrim creatures to work with new creatures, ie the Hagraven becomes the Hunger or the Werewolf becomes the Clanfear. Then there's a few creatures we're making from scratch but not many. The person I'm working with is also trying to figure out how to do the animation in maya, as it's his native software. Another person is actively playing around with the behavior files trying to get everything perfect for the creatures who are getting new skeletons. The short version is we still need more people, and I want good documentation sitting around for anyone who shows up.
Dayelyte Posted December 7, 2014 Author Posted December 7, 2014 You'll have to bear with me as I haven't fired up Max for a while now. ( Few months at least. Been studying Cisco in my spare time ) If memory serves me correctly, the rig text files are ( most easily ) built using hkxcmd.exe {dumplist option} program. For example, to output a Werewolf rig file, I would simply use a previously converted ( from binary to readable format ) Werewolf skeleton.hkx file with the hkxcmd program. Eg: hkxcmd dumplist skeleton.hkx This will create a human readable text file containing the bones / nodes in the correct order ( order is critical ) you can import to Havok Tools. This works about 99% of the time. Some skeletons with oddball float nodes ( like 3rd person cameras, weapons, and other oddities ) may need some additional bones built into the Max scene or your mesh will go all John Carpenter on you and try to turn itself inside out once back in game. Make sure to pay attention to any warnings Havok throws at you about skew / scale issues. They will need to be addressed before exporting or your model may not animate quite the way you expect it to. Filters within Havok are where the fun starts. There are a few tutorials out there that talk about them and how the animator set them up but, to be honest, what filters you'll need may vary a bit depending on what type of animation you will be doing. For an animation that doesn't require walking or running, my filter setup is thus: Create Skeletons Create Animations Spline Compression Prune Types Write to Platform I'll have to bust out the laptop and fire up a scene for specifics on what options are set for each particular filter. ( My memory isn't that spectacular lol ) I'll also look through my backup drive to see if I can find the old tutorial from XP32 and Aeon that discussed using Havok. Some things to note, some of the newer versions of Havok do not play nice with Skyrim. It is for this reason I have both Max 2012 ( to animate in ) and Max 2010 ( to export with ) loaded. My attempts to get the 2012 version of Havok to work with Skyrim resulted in epic failure. :| As for Maya, as long as he is using the 2010 version the export should be ok. However, getting the game assets INTO Maya could be the limiting issue for you. I've never had much success getting .nif assets out of Max and into another application ( I tried Maya and Softimage ) fully intact. Be interesting to hear how you all did it if you have managed it I'll dig out the laptop later and see what I can dig up that might be useful to you.
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