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Hi, I to ask if you can create bear animation similar to that created Gone (doggie style). Gone animation it is not bad, but it is not perfect.

 

Thanks

 

A big issue with the doggy style with the bear is the size differences.  The standing bear can't reach his partner ( but I haven't tried the bear on his knees yet ) without hunching over so I was somewhat limited in what I could do with his arms.  I may experiment with the knee idea later on though.

 

 

Thank you Dayelyte! Appreciate you and your work!

 

Ruff!

 

Your welcome.  I'm really surprised at how many folks still mess with Skyrim considering its age :D

 

 

So I saw this listed as a new feature of SL 1.60 beta "Animations can now be made to use a mix of different creature types." Any plans to make use of this? I have always hoped to see werewolf and real wolf animations or something along those lines. Another idea is 2 person 1 critter animations, maybe using a follower as a foot stool to have your way with a horse :D

 

I saw that too and wondered about how those would be triggered without direct spells like MatchMaker.  Defeat would be a single critter usually, but I guess a custom mod could make use of it. 

 

 

Hey Dayelyte,

 

glad to see you're back making fantastic animations again. Thanks for showing the bear some love!

 

looking forward to seeing what you create next. 

 

I'm trying to work on a Draugr set but has been a busy week this week :| 

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Your welcome.  I'm really surprised at how many folks still mess with Skyrim considering its age :D

 

So does that mean you will be doing animation for FO4 when it comes out since Skyrim is getting old and grey? :)

 

 

I will try.  However, some things to keep in mind:

 

It took some time before the plugins were available to import the necessary data ( .nif, .kf, etc ) into Max.  These were also very version dependent.  Eg: Only a specific version of Havok Tools can output the animation files into a format that Skyrim understands because of the timeframe of when Skyrim was built.  That specific version of HT required specific versions of Max to run on.

 

I suspect the same will hold true for FO4.  

 

Which means, some brilliant coder type will have to write the plugins to get the data into Max, the animator would have to have access to both the correct version of Havok Tools AND the correct version of Max to run it with.  ( This all assumes Beth will continue the tradition of letting modders do their thing )

 

The latter part of that can be tough because Max isn't cheap by any definition of the word.  Both of my copies of Max are legitimate versions, but if they don't work for whatever version of HT ( assuming they stick with Havok ) then it would require upgrading Max to the newer versions. 

 

If you trust the " yarr matey " versions of the application you can go that route I suppose, but I never have and never will lol.  Too risky.  

 

Which potentially means a $3-4k investment in the newest version of Max.  A whole lot of variables to take into consideration for sure. 

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Thank you Dayelyte! Appreciate you and your work!

 

Ruff!

 

Your welcome.  I'm really surprised at how many folks still mess with Skyrim considering its age :D

There is nothing like Skyrim with the graphics, beautiful ladies, customization and the concept of a whole world of going somewhere and having sex with people and animals. We truly live in a golden age of porn. Thank you for making it possible. The bear animation and the dog where she lies on her stomach are among my favorites from the hundreds available.

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max cost 3-4k? wow I didn't know those animation tools cost so much.

 

As for the rest I will just nod sagely and pretend I understood all that. :)

 

Yeah Autodesk is trying to go where Adobe did with a subscription model and they're going to lose a lot of customers when they do.  This year is the last year a perpetual license will be available @ $3675 USD.  Afterwards, they're going with a subscription model and it's high.  ( $185 / month or $460 quarterly or $1470 annually )

 

I have my doubts I will continue utilizing their product once they shift to the new model.  I have a perpetual license for 2010 Max but not 2012.   My guess is we're going to see a lot of animators and content creators move to Blender.  :|   I really don't want to learn another system at this point lol. . . .

 

 

 

 

Thank you Dayelyte! Appreciate you and your work!

 

Ruff!

 

Your welcome.  I'm really surprised at how many folks still mess with Skyrim considering its age :D

There is nothing like Skyrim with the graphics, beautiful ladies, customization and the concept of a whole world of going somewhere and having sex with people and animals. We truly live in a golden age of porn. Thank you for making it possible. The bear animation and the dog where she lies on her stomach are among my favorites from the hundreds available.

 

 

I bet Bethesda had no idea what their game would evolve into :D

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So I saw this listed as a new feature of SL 1.60 beta "Animations can now be made to use a mix of different creature types." Any plans to make use of this? I have always hoped to see werewolf and real wolf animations or something along those lines. Another idea is 2 person 1 critter animations, maybe using a follower as a foot stool to have your way with a horse :D

 

I saw that too and wondered about how those would be triggered without direct spells like MatchMaker.  Defeat would be a single critter usually, but I guess a custom mod could make use of it.

 

It seems more feasible that we would see werewolf on werewolf first, or any other playable creature variation such as vampire lords. But, I'm not sure about their models... I don't think anything has been done with the vampires outside of a single penis mesh circulating on LL and adding wings via Grimoas. Outside of that, mostly texture work.

 

I'd rather the werewolves get first come first serve treatment anyway. I mean, there are already male and female models for them, and it's even within vanilla relations to pair a pack of werewolves together considering the companions quest line and their follower NPCs. That would be something to see with Dayelyte's animating prowess.

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so, how do I install these animations? because when I install them, only my PC does his part of the animation, the werewolf doesn't. she just stands there, doing nothing.

 

I assume you've installed something like MNC as well as all the dependencies ( like the latest versions of both FNIS and FNIS Creature ) ?  You've also ran the FNIS for users prior to launching the game as well as resetting the SexLab registry.   The fact the human counterpart is doing their thing but the non-human is not has me leaning towards the FNIS Creature part of the equation.

 

Remember, I'm just the animator here :D   Though the above suggestions usually fix 99% of all issues folks have with running them. 

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@foxminoso

 

Problem with the netch is that I don't believe it has a skeleton so before it can have any animations a person would have to make a skeleton for it same with the strider and the flower from the dawnguard DLC. Though a person could probably make them static and pose them onto the player and then just animate the player instead.

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@foxminoso

 

Problem with the netch is that I don't believe it has a skeleton so before it can have any animations a person would have to make a skeleton for it same with the strider and the flower from the dawnguard DLC. Though a person could probably make them static and pose them onto the player and then just animate the player instead.

 

The skeleton is there, it just isn't of the caliber needed to perform fine motor functions like grasping a player.   For all pondering why we haven't seen a Netch anim yet,  here is the original test I did on them and the explanation as to why they probably wouldn't make a good candidate for animating: 

 

http://www.loverslab.com/topic/26764-dayelytes-unnatural-animations/?view=findpost&p=716229

 

 

What about netch? is there are aleready suggested ?

 

There already was one test run on netch. It did not have enough bones to do a proper animation... or something like that, if I recall it right.  :-/

 

 

The bones were there, but not enough of them in the tentacles to create a smooth bend.  The way the bones and weight maps exist now, we would be very limited in how we could use them without the scene looking terrible. 

 

What about netch? is there are aleready suggested ?

 

Was looked into quite some time back by yours truly.  It could probably be done, but the end results would be unimpressive. 

 

would there be a way to add these to my animations manually? thanks

 

Not without some knowledge of how to modify the SexLab scripts themselves.   Especially since SexLab is transitioning into the v1.6 range which will modify how some of the scripts work.  It can be done, ( I do it to test the anims ) but it is a pain in the a$$ to do and the next time you update SexLab, it will bork things up for you so I don't recommend going that route :D

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hmmmm I hadn't thought about shrinking one down after my epic failure in trying to do the same with a dragon.  Some critters it works well with, some it does not.

 

The question would then be would most folks be ok with that or would it become the thorn in your side animation like the chaurus / spider scaling issues. . .

 

 

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hmmmm I hadn't thought about shrinking one down after my epic failure in trying to do the same with a dragon.  Some critters it works well with, some it does not.

 

The question would then be would most folks be ok with that or would it become the thorn in your side animation like the chaurus / spider scaling issues. . .

 

Well, at the very least it may be something that triggers new mod ideas, even if the animation doesn't work well with "wild" netch.  Spiders/Chauri have mods based around them despite the few animations and scaling issues, which isn't true for creatures that don't have animations for various reasons.  

 

Especially since netch are so unique, an animation for them would be an interesting addition, even if the only way to see it is to have a 50% scale netch added to hentai creatures or wait for someone to make a mod that uses it.... *if* they don't manage to turn themselves inside-out when you try to scale them down of course.

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Well, at the very least it may be something that triggers new mod ideas, even if the animation doesn't work well with "wild" netch.  Spiders/Chauri have mods based around them despite the few animations and scaling issues, which isn't true for creatures that don't have animations for various reasons.  

 

Especially since netch are so unique, an animation for them would be an interesting addition, even if the only way to see it is to have a 50% scale netch added to hentai creatures or wait for someone to make a mod that uses it.... *if* they don't manage to turn themselves inside-out when you try to scale them down of course.

 

 

Chuckle. . . Yeah, not turning themselves inside out is the trick :D    I've had more than my share of those. . . .

 

Since my Draugr anims aren't turning out well due to the arm issues of the player character, I may try to scale down a netch and see how it looks in game. 

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It might be simpler to just create new skeletons. :-)

 

hahaha no.  Not really :D

 

Creating the skeleton is a pita by itself.  Then you get to rebuild all the mesh weights that the bones are driving.  ( That sucks btw )  To top it off you get to run it through Havok to create the ingame skeleton.

 

If that wasn't enough, you then have to force folks to use the new skeleton and it probably won't play nice with existing animations since the skeletons will be different. 

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Still struggling with that draugr?

 

Yeah.  The damn player characters arms just don't work well in that setup.  I'm probably going to shelve the attempt for now.  I'll brainstorm something else and do some tests.

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