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First test was with a bear sitting actually, but I borked up the skeleton and had to wipe the animation and start over. :|

 

 

I have tested both current anims in game and they work pretty well, with one caveat.  I remember I animate with a UNP based body so while certain things look fine in the anim, they don't look so fine in game if playing with a different body type.  ( Fe:  A CBBE flavor )

 

So, since I haven't been keeping up with the latest and greatest in Skyrim for a while,  do folks typically utilize the HDT setups or no ?

 

If so, then I don't have to animate the chest movements since HDT will handle it dynamically and that should fix the issue pretty easily.  If not, then animating the chest area on a UNP body is going to look terrible on a CBBE one.  So much so that I may not animate that area at all.  :|

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I am just speculating but people who are not using HDT at this point probably are not big TBBP/BBP users either.  I don't remember the last time I saw a post on the XPMSE thread asking for TBBP/BBP animation support, a good indicator of HDT adoption rate.

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Agreeing  with zzz, no hard stats but it feels that at this point people who are at least generally keeping things up to date are using HDT or nothing for jiggle.  There hasn't been much explicit support for TBBP/BBP and I know some other animators have explicitly edited their older animations to use HDT with great success.  I'd assume those who are still using TBBP/BBP are primarily those who haven't bothered to update as opposed to using it because it is better.

 

My vote certainly goes to leaving the chest animations up to HDT for better compatibility across the board.

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The support for HDT and the like will only be getting MORE wide spread since UUNP went live with bodyslide 2 outfit studio as part of the bundle, and new types of HDT. If it gets work done more efficiently I say scrap the animation work of body physics since almost NO ONE using these mods/animation/etc won't have some form of hdt at this point. Not saying ALL do, just if you aren't using HDT, or some form of simulated physics, and you are an active member in loverslab... you are in the minority.

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The support for HDT and the like will only be getting MORE wide spread since UUNP went live with bodyslide 2 outfit studio as part of the bundle, and new types of HDT. If it gets work done more efficiently I say scrap the animation work of body physics since almost NO ONE using these mods/animation/etc won't have some form of hdt at this point. Not saying ALL do, just if you aren't using HDT, or some form of simulated physics, and you are an active member in loverslab... you are in the minority.

 

I very much doubt that.

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Hmmm. 

 

A decision to make then. 

 

If I animate the chest area of a human female using the UNP body style, it looks quite terrible on any other body style since the weight maps aren't quite the same.  Meaning, the animation will look horrible on any other body style than UNP.  ( Unless, you're running HDT which may over-ride my animations anyway.  )

 

Not animating the chest will result in a lack of chest movement for the actor in game for any who have yet to switch to HDT setups. 

 

The latter is far easier on an animator than the former as it is one less thing to animate but it comes at the risk of having unrealistic movement for any not utilizing HDT. 

 

My thoughts are leaning towards leaving the chest area up to HDT because the only way the in game animation for that particular body part will work as intended is if the actor is using the exact same type of body that was used to animate with.  ( Which is unlikely )

 

 

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Hmmm. 

 

A decision to make then. 

 

If I animate the chest area of a human female using the UNP body style, it looks quite terrible on any other body style since the weight maps aren't quite the same.  Meaning, the animation will look horrible on any other body style than UNP.  ( Unless, you're running HDT which may over-ride my animations anyway.  )

 

Not animating the chest will result in a lack of chest movement for the actor in game for any who have yet to switch to HDT setups. 

 

The latter is far easier on an animator than the former as it is one less thing to animate but it comes at the risk of having unrealistic movement for any not utilizing HDT. 

 

My thoughts are leaning towards leaving the chest area up to HDT because the only way the in game animation for that particular body part will work as intended is if the actor is using the exact same type of body that was used to animate with.  ( Which is unlikely )

This sounds a lot like the decision which had to be made a while ago about considering CBBE while you were creating previous animations, when a better alternative was already available.

 

In which case, my stance on BBP/TBBP is to drop it. Drop it like an ugly baby.

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Hmmm. 

 

A decision to make then. 

 

If I animate the chest area of a human female using the UNP body style, it looks quite terrible on any other body style since the weight maps aren't quite the same.  Meaning, the animation will look horrible on any other body style than UNP.  ( Unless, you're running HDT which may over-ride my animations anyway.  )

 

Not animating the chest will result in a lack of chest movement for the actor in game for any who have yet to switch to HDT setups. 

 

The latter is far easier on an animator than the former as it is one less thing to animate but it comes at the risk of having unrealistic movement for any not utilizing HDT. 

 

My thoughts are leaning towards leaving the chest area up to HDT because the only way the in game animation for that particular body part will work as intended is if the actor is using the exact same type of body that was used to animate with.  ( Which is unlikely )

 

I say drop the chest animation and let HDT handle it. Most people use HDT at this point anyways.

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I decided to check it out.  Redownloaded Skyrim.  Redownloaded all the updated mods ( ~30 or so ) to go with it.  Installed it all. 

Running the new skeleton ( XPMSE I think it is ) with all the HDT stuff on it.  Grabbed the Just for Fun HDT modifier and tweaked

some of the Mass and Inertia settings. 

 

Annnnnnd . . . . I'll have to agree with you all on this one.  Easily. 

 

The HDT system is more than adequate to get the job done and when some of the tweaks to the values are applied, actually

looks pretty nice. 

 

I'll go ahead and pull the XPMSE skeleton into Max and see how the latest version of CBBE performs with it.

 

 

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Well today was unsuccessful in many ways :|

 

I went ahead and loaded the new XPMSE skeleton up into Max.  Hid the bazillion bones I don't need to animate with, and imported the newest version of the CBBE mesh.  Set everything up.  Got all my IK rigs built.  Constraints locked in.  annnnnnnnnnnnnnnndddd

 

Denied. 

 

The mesh just does not play well with the new skeleton and that just baffles me because it plays just fine in game.  So I'm scratching my head over how I would animate with such a setup when the mesh deforms like it's made of taffy or something with this particular skeleton.  Puzzling. 

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I do not want to offend supporters CBBE, but in my opinion is CBBE outdated body. Today there are many versions bodies based on UNP, which look like CBBE. So why stay with CBBE?

 

I've looked into getting into other body mods and the question for me is why bother. It's got all the features it needs, looks nice and I've had the exact same Skyrim installation since the game's come out with this mod being a fairly long-standing part of it considering that it released very, very close to Skyrim's release date on PC.

 

All I do is update it as needs be and Bodyslide is an amazing little tool for customization. Though I think Bodyslide also came out for UNP, so that's nice.

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I do not want to offend supporters CBBE, but in my opinion is CBBE outdated body. Today there are many versions bodies based on UNP, which look like CBBE. So why stay with CBBE?

 

I've looked into getting into other body mods and the question for me is why bother. It's got all the features it needs, looks nice and I've had the exact same Skyrim installation since the game's come out with this mod being a fairly long-standing part of it considering that it released very, very close to Skyrim's release date on PC.

 

All I do is update it as needs be and Bodyslide is an amazing little tool for customization. Though I think Bodyslide also came out for UNP, so that's nice.

 

 

I agree, never had the need to change. It can be outdated, but it works :)

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I do not want to offend supporters CBBE, but in my opinion is CBBE outdated body. Today there are many versions bodies based on UNP, which look like CBBE. So why stay with CBBE?

 

I STILL have no idea what body I have. I guess whatever comes with EB Races and EB Gender? I installed sexlab so long ago all I know is that argonians and khajits dont have human peens so that makes me happy :shy: I dont even think I have SoS

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I do not want to offend supporters CBBE, but in my opinion is CBBE outdated body. Today there are many versions bodies based on UNP, which look like CBBE. So why stay with CBBE?

 

Easy answer.  They look decent enough in game and, other than my issues with animating which is probably something I'm overlooking, they seem to work fine. 

 

The odd part about my animatiion issue is I don't understand how the game engine mesh deforms properly with the same skeleton ( XPMSE ) yet, it goes silly when I'm playing with it in Max.  Doesn't make sense to me.  I typically hide all the HDT and duplicated bones when I'm animating no matter what skeleton I'm using.  The old UNP body deforms just fine in Max, but the CBBE one does not.  My guess is the weights are different, but then that only begs the question about how it works in game lol

 

Dunno. 

 

My thought was to try and animate with the most widely used skeleton and mesh combo to maximize compatibility.  Is what happens when I try to think too much :)

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If you are looking for the best compatibility sexlab's base animations were aligned based on unp, not cbbe. It does work with cbbe, but some animations are slightly off, while pretty much ALL animations work perfectly with unp. Even some animations from more nasty creatures (at least from my experience), align better with unp, (wolf spooning for example, aligns terribly with the cbbe bodies I've used, but perfectly with unp).

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If you are looking for the best compatibility sexlab's base animations were aligned based on unp, not cbbe. It does work with cbbe, but some animations are slightly off, while pretty much ALL animations work perfectly with unp. Even some animations from more nasty creatures (at least from my experience), align better with unp, (wolf spooning for example, aligns terribly with the cbbe bodies I've used, but perfectly with unp).

 

Previous animations I've used the old XPMS skeleton and UNP bodies.  Which is probably why they aligned well with in game UNP bodies :D

 

The wolf / dog spooning animation was a pita because while they use the same skeleton, the game engine scales them up or down depending if you're looking at a wolf or dog.   The default Max skeleton is huge, so I had to scale adjust them to match their ingame sizes which turned out to be much more annoying than I thought it would be.  

 

I'll probably just keep using what I have since it works.  Just thought I would give the updated stuff a try first.

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If you are looking for the best compatibility sexlab's base animations were aligned based on unp, not cbbe. It does work with cbbe, but some animations are slightly off, while pretty much ALL animations work perfectly with unp. Even some animations from more nasty creatures (at least from my experience), align better with unp, (wolf spooning for example, aligns terribly with the cbbe bodies I've used, but perfectly with unp).

 

Previous animations I've used the old XPMS skeleton and UNP bodies.  Which is probably why they aligned well with in game UNP bodies :D

 

The wolf / dog spooning animation was a pita because while they use the same skeleton, the game engine scales them up or down depending if you're looking at a wolf or dog.   The default Max skeleton is huge, so I had to scale adjust them to match their ingame sizes which turned out to be much more annoying than I thought it would be.  

 

I'll probably just keep using what I have since it works.  Just thought I would give the updated stuff a try first.

 

 

Yeah, I had to do a lot of work in game to get the wolf to match up. You would get it finally matched up and the phase would change and it would be out of order again. It was worth it when it finally worked I probably like that finish better than any so far. Only one with actual knotting animation.

 

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I use CBBE because of the HDT animated vagina mod. <3

Can't go back to static pussies mate. So UNP is out of the question, plus UNP looked fake. Like pornstar/model fake. The deformed unnatural bodies. I like CBBE because it looks natural, normal, the common figure. Can't stand those skinny girly girl bodies.

 

I experience alignment issues only with Leito animations but that's because I'm not using his bodies he makes them with or something. Otherwise CBBE works good with SL.

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I use CBBE because of the HDT animated vagina mod. <3

Can't go back to static pussies mate. So UNP is out of the question, plus UNP looked fake. Like pornstar/model fake. The deformed unnatural bodies. I like CBBE because it looks natural, normal, the common figure. Can't stand those skinny girly girl bodies.

 

I experience alignment issues only with Leito animations but that's because I'm not using his bodies he makes them with or something. Otherwise CBBE works good with SL.

 

And only CBBE have HDT animated vagina mod right now? Really?  :blink:

As well as it takes a few minor tweaks to make body, that you may like with same tool used in CBBE body.

Its not so clear anymore, friend.  :)

Im not saying, that CBBE body type, that I used long time ago, is bad now. Its just the fact, that UNP and all it variations is little more popular this days, than CBBE.

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