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Zynisch Animations 06-27-2015


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Great work Zyn,...3+ ways are a bitch to make. The keys get very confusing and consumes a lot of time. Nice work on your SexLab animation addon.  I had to make one for SexiS because the author abandoned it, but I get lazy now and make replacers since Ashal is active and updates frequently.

 

I'll try to work the opposite field as you, covering more animation ground between us.  I'll do more female-male paired animations,..and start working on bestiality , you having mentioned steering away from those.

 

Have you been using IK solvers in your animations by any chance?   

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Fantastic Work..! :o You are a Great! ^_^

Suggestion: the first gif is Gorgeous.. but it's too short..!, you have to make it last longer with the hands on atesta and licks her pussy, at least 15/20 sec. only for the Licking kneel, which is very erotic part! :)

 

You can do an another lesbian "long" stage where her puts two or three fingers into the vagina with thighs wide open , please ?

 

it is time that many are waiting for a full and final Lesbian animation with more different stages, showing what they can do two girlfriends together.. without restraint, they inhibitions..! :blush:

 

I like a lot animations with 4 or 5 different stages, I have a little dream for final lesbians scene.. there is a Beautiful Lesbian scene in Sex and Zen (1991), which ends (Climax) with the a Flute which enters and leaves the two girls in unison..! it would be possbile to recreate this Amazing exciting Final stage ? :heart:

 

 

The first Gif isn't the first Stage, it's the transition from the 1. Stage to the 2. You can find the Gif of the 1. Stage in the opening Post.

And as I said to germanicus, the receiving Girl is going to spread her Legs wider in the last stage. ;)

I planned to make an "full" Lesbian animation with 3 Girls. But the 4-Way animation consumed too much time. I can't say what comes after the licking Animation. I want to make a male with 3 females animation. And I already know how the Stages have to look like. But I'm not certain if I really want to do such an time consuming Animation again.

I'm going to take a break at the end of November when Dragon Age: Inguisition is comming out. Wich means that I have time for one more big Animation after the licking anim. Maybe I'll do some more quick animations like the Slave one, but I can't tell for sure.

 

I haven't seen Sex and Zen, so I don't know how the final scene looks like.

 

Great work Zyn,...3+ ways are a bitch to make. The keys get very confusing and consumes a lot of time. Nice work on your SexLab animation addon.  I had to make one for SexiS because the author abandoned it, but I get lazy now and make replacers since Ashal is active and updates frequently.

 

I'll try to work the opposite field as you, covering more animation ground between us.  I'll do more female-male paired animations,..and start working on bestiality , you having mentioned steering away from those.

 

Have you been using IK solvers in your animations by any chance?   

 

Thank you. :blush:

That SexLab Addon was for the old SL Version. But creating animations takes a lot of time, and I think most of the People already got the new SexLab Version. So I'm no longer supporting the Addon.

Yeah, I think that would be a waste of time if we would work on animations that are almost similar. ;)

And don't worry about the bestiality stuff, when I see animals I'm usually not getting a boner. No offense.

 

Yeah, I use IK Chains from the Tight to the Food, and from the Upper Arm to the Hand.

Sometimes the Chains don't work, because you can't buckle the Arm with them like you could in real life. But most of the time it works.

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Fantastic Work..! :o You are a Great! ^_^

Suggestion: the first gif is Gorgeous.. but it's too short..!, you have to make it last longer with the hands on atesta and licks her pussy, at least 15/20 sec. only for the Licking kneel, which is very erotic part! :)

 

You can do an another lesbian "long" stage where her puts two or three fingers into the vagina with thighs wide open , please ?

 

it is time that many are waiting for a full and final Lesbian animation with more different stages, showing what they can do two girlfriends together.. without restraint, they inhibitions..! :blush:

 

I like a lot animations with 4 or 5 different stages, I have a little dream for final lesbians scene.. there is a Beautiful Lesbian scene in Sex and Zen (1991), which ends (Climax) with the a Flute which enters and leaves the two girls in unison..! it would be possbile to recreate this Amazing exciting Final stage ? :heart:

 

The first Gif isn't the first Stage, it's the transition from the 1. Stage to the 2. You can find the Gif of the 1. Stage in the opening Post.

And as I said to germanicus, the receiving Girl is going to spread her Legs wider in the last stage. ;)

I planned to make an "full" Lesbian animation with 3 Girls. But the 4-Way animation consumed too much time. I can't say what comes after the licking Animation. I want to make a male with 3 females animation. And I already know how the Stages have to look like. But I'm not certain if I really want to do such an time consuming Animation again.

I'm going to take a break at the end of November when Dragon Age: Inguisition is comming out. Wich means that I have time for one more big Animation after the licking anim. Maybe I'll do some more quick animations like the Slave one, but I can't tell for sure.

 

I haven't seen Sex and Zen, so I don't know how the final scene looks like.

 

 

So.. there will be time to make the long-awaited 4P animations, three men at the same time on one woman, vaginal/anal/mouth penetration in the same scene concurrently ? :(

 

 

for the S&Z Lesbian scene, see from minutes 14:00 sec. http://xhamster.com/movies/151892/sex_zen.html the "Flute" part begins from minutea 16:08 sec.

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I've uploaded the preview Gifs of my new Animation.

But it looks like I can't split the transitions from my old animations, because 3ds Max don't like the Files anymore. :@

Something, somewhere went terribly wrong.

 

Oh noooo! I just want to see those last two stages of the dp forever without flipping up into the air. Your doggystyle animation is my favorite out of anything and if the dp looked anything like that then I don't think I would ever watch normal porn again

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I've uploaded the preview Gifs of my new Animation.

But it looks like I can't split the transitions from my old animations, because 3ds Max don't like the Files anymore. :@

Something, somewhere went terribly wrong.

 

Oh noooo! I just want to see those last two stages of the dp forever without flipping up into the air. Your doggystyle animation is my favorite out of anything and if the dp looked anything like that then I don't think I would ever watch normal porn again

 

 

Quote 100%   :-/

 

before leaving, at least.. complete the DP animations, please.., is Amazing but it's unfinished..! :(

 

post-204983-0-65034900-1407285634_thumb.jpg post-204983-0-69097400-1407285701_thumb.jpg post-204983-0-93884300-1407285718_thumb.jpg post-204983-0-53756300-1407285735_thumb.jpg post-204983-0-32511100-1407285753_thumb.jpg

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Can animation be mirror to save part of the work?

 

I am wondering if something like this is possible.

An animation with 2 female and 2 male. Two female in the center face to face, they could be holding each other's hands or semi hugging each other. Both have their hips slightly sticking out and the two male work from behind each one, so they are essentially mirroring each other but it ends up being a 4p animation with a gender mix that is sort of missing from the current animation list.

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Yeah, I use IK Chains from the Tight to the Food, and from the Upper Arm to the Hand.

Sometimes the Chains don't work, because you can't buckle the Arm with them like you could in real life. But most of the time it works.

 

 

Have you ever gone chain from upperarm to hand,...then hand to animobject

 

then thigh to foot,...then foot to toe?

 

the 2 chains together on the same limb plant feet and hands super realistically.  After finding this out I went back and applied it to all my older animations.

 

Before that,....all my animations looked like the actors were ice skating.   

 

Once you plant the hands and feet you can freely use the position tool on NPC COM to add ambient motion to mostly still actors. Like soft swaying to mimic breath and keeping balance ect. That way no actor is remaining perfectly still.

 

Also,...if you're tired of animating breasts,...you can apply a position controller spring on them.  If you're using XPMS skeleton, just make sure you apply the springs to L or R Breast  and not L or R Breast01.

 

 

Sorry if you already know all this,...just putting it out there in the event you could benefit from it. Your animations are great either way.

 

Just stuff I wish someone would have told me a long time ago...lol

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Yeah, I use IK Chains from the Tight to the Food, and from the Upper Arm to the Hand.

Sometimes the Chains don't work, because you can't buckle the Arm with them like you could in real life. But most of the time it works.

 

 

Have you ever gone chain from upperarm to hand,...then hand to animobject

 

then thigh to foot,...then foot to toe?

 

the 2 chains together on the same limb plant feet and hands super realistically.  After finding this out I went back and applied it to all my older animations.

 

Before that,....all my animations looked like the actors were ice skating.   

 

Once you plant the hands and feet you can freely use the position tool on NPC COM to add ambient motion to mostly still actors. Like soft swaying to mimic breath and keeping balance ect. That way no actor is remaining perfectly still.

 

Also,...if you're tired of animating breasts,...you can apply a position controller spring on them.  If you're using XPMS skeleton, just make sure you apply the springs to L or R Breast  and not L or R Breast01.

 

 

Sorry if you already know all this,...just putting it out there in the event you could benefit from it. Your animations are great either way.

 

Just stuff I wish someone would have told me a long time ago...lol

 

 

Recent trick I learned with Spring Controllers.  Modify the strength / weight of the controller over the course of the timeline.  You can start them off as strong as you like but, by the end of the timeline they need to be back to zero.  If you don't, you'll end up with a jump in the animation as the loop resets and the Spring driven motion hasn't quite caught up.  Caused me a lot of grief with the WW tail early on before I figured this out :|

 

Example:  I'll start the breasts at 200, then in the final 1-2 seconds of the timeline, I'll drop them to zero so the springs have no impact on the bones by the final frame and the loop is seamless. 

 

Also, link constraints are your friends when you want to anchor Actor A's hands to some body part on Actor B at time X in the sequence. :D  Though a pain in the ass to setup, well worth it vs keyframing to keep them attached manually. 

 

 

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Yeah, I use IK Chains from the Tight to the Food, and from the Upper Arm to the Hand.

Sometimes the Chains don't work, because you can't buckle the Arm with them like you could in real life. But most of the time it works.

 

 

Have you ever gone chain from upperarm to hand,...then hand to animobject

 

then thigh to foot,...then foot to toe?

 

the 2 chains together on the same limb plant feet and hands super realistically.  After finding this out I went back and applied it to all my older animations.

 

Before that,....all my animations looked like the actors were ice skating.   

 

Once you plant the hands and feet you can freely use the position tool on NPC COM to add ambient motion to mostly still actors. Like soft swaying to mimic breath and keeping balance ect. That way no actor is remaining perfectly still.

 

Also,...if you're tired of animating breasts,...you can apply a position controller spring on them.  If you're using XPMS skeleton, just make sure you apply the springs to L or R Breast  and not L or R Breast01.

 

 

Sorry if you already know all this,...just putting it out there in the event you could benefit from it. Your animations are great either way.

 

Just stuff I wish someone would have told me a long time ago...lol

 

 

Recent trick I learned with Spring Controllers.  Modify the strength / weight of the controller over the course of the timeline.  You can start them off as strong as you like but, by the end of the timeline they need to be back to zero.  If you don't, you'll end up with a jump in the animation as the loop resets and the Spring driven motion hasn't quite caught up.  Caused me a lot of grief with the WW tail early on before I figured this out :|

 

Example:  I'll start the breasts at 200, then in the final 1-2 seconds of the timeline, I'll drop them to zero so the springs have no impact on the bones by the final frame and the loop is seamless. 

 

Also, link constraints are your friends when you want to anchor Actor A's hands to some body part on Actor B at time X in the sequence. :D  Though a pain in the ass to setup, well worth it vs keyframing to keep them attached manually. 

 

 

 

 

Yea, thats so annoying,... I really wish Skyrim would accept any keying of the L or R butt bones in XPMS.  Only when I animate the prebutt does it show up.  But the range of motion for the normal butt bones are more appropriate for animation.

 

the prebutt bones cant handle a spring,..it weighs them down bad,....but the L and R butt bones handle the spring great,..just wont show up in game for some reason.

 

 

For syncing 2 actors I just create a selection group from say the 2 IK chains on each one's arm....and I only autokey them as a group.

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

That's what the Link Constraint does in Max. I basically create a helper and link the IK goal to it. Move the helper, it moves the goal.

 

Put a link constraint controller on the helper. Position the body part controlled by the helper and link it to the world at frame zero. Move to frame one and add a new link to the object you wish to attach it to. Eg: Put actor A hand on Actor B back. I'll link the the helper to actor B spine. At this point, where spine goes, so too does the hand.

 

When you're ready to release the hand from the spine further down the timeline, simply create the key and unlink it. It's yours to animate manually once again.

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

That's what the Link Constraint does in Max. I basically create a helper and link the IK goal to it. Move the helper, it moves the goal.

 

Put a link constraint controller on the helper. Position the body part controlled by the helper and link it to the world at frame zero. Move to frame one and add a new link to the object you wish to attach it to. Eg: Put actor A hand on Actor B back. I'll link the the helper to actor B spine. At this point, where spine goes, so too does the hand.

 

When you're ready to release the hand from the spine further down the timeline, simply create the key and unlink it. It's yours to animate manually once again.

 

 

I just did that for SoS,...finally made a breakthrough on it.   You have to export the genitals with its own rig (almost like a 3rd actor).  But in order to capture an in sync animation I had to link the genitals to the pelvis to line up the animation.

 

I'll have to unlink it and export separately,...but I have finally exported a scaling genital rig with zero errors,...now the tricky part is pairing the genitals up with the animation inside skyrim,...

 

I think I'll try to replace the erect animation with that animation,...let sexlab trigger errect,..and see how good it syncs up....

 

although if you're not replacing you'd likely need to disable SoS for the animation to play,...otherwise the SoS motion would override it,...check out things to come.....

 

 

 

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It's similar for tails, but they have other issues once in game. Fought with it for a week before I gave up on them :/

 

Thats not something I'll be able to do alone.

 

I'll have to get a modder to assign the genitals to the animation.

 

I'm going to try to replace and rename the erect animation to see if it works,.....If Ashal can flag the SoS erect effect during SexLab animations,...then its really a matter of adding new animations to the SoS list.

 

Another option is SexLab pools the genital animations in the database,...and like script an auto replace during animations, but idk lol im not a scripter.

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

That's what the Link Constraint does in Max. I basically create a helper and link the IK goal to it. Move the helper, it moves the goal.

 

Put a link constraint controller on the helper. Position the body part controlled by the helper and link it to the world at frame zero. Move to frame one and add a new link to the object you wish to attach it to. Eg: Put actor A hand on Actor B back. I'll link the the helper to actor B spine. At this point, where spine goes, so too does the hand.

 

When you're ready to release the hand from the spine further down the timeline, simply create the key and unlink it. It's yours to animate manually once again.

 

 

I just did that for SoS,...finally made a breakthrough on it.   You have to export the genitals with its own rig (almost like a 3rd actor).  But in order to capture an in sync animation I had to link the genitals to the pelvis to line up the animation.

 

I'll have to unlink it and export separately,...but I have finally exported a scaling genital rig with zero errors,...now the tricky part is pairing the genitals up with the animation inside skyrim,...

 

I think I'll try to replace the erect animation with that animation,...let sexlab trigger errect,..and see how good it syncs up....

 

although if you're not replacing you'd likely need to disable SoS for the animation to play,...otherwise the SoS motion would override it,...check out things to come.....

 

 

attachicon.gifAnim10.gif

 

This animation/stage is by far the best and most realistic blowjob I've ever seen in Skyrim :o

 

The real challenge now and find the best way to implement them in the game, if you can make the History! ^_^

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

That's what the Link Constraint does in Max. I basically create a helper and link the IK goal to it. Move the helper, it moves the goal.

 

Put a link constraint controller on the helper. Position the body part controlled by the helper and link it to the world at frame zero. Move to frame one and add a new link to the object you wish to attach it to. Eg: Put actor A hand on Actor B back. I'll link the the helper to actor B spine. At this point, where spine goes, so too does the hand.

 

When you're ready to release the hand from the spine further down the timeline, simply create the key and unlink it. It's yours to animate manually once again.

 

 

Then maybe that is problem blender has no link constrains.

 

 

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It's similar for tails, but they have other issues once in game. Fought with it for a week before I gave up on them :/

 

Thats not something I'll be able to do alone.

 

I'll have to get a modder to assign the genitals to the animation.

 

I'm going to try to replace and rename the erect animation to see if it works,.....If Ashal can flag the SoS erect effect during SexLab animations,...then its really a matter of adding new animations to the SoS list.

 

Another option is SexLab pools the genital animations in the database,...and like script an auto replace during animations, but idk lol im not a scripter.

 

 

I theorized with this a bit, but never got around to actually testing it with SoS.  *IF* it's like the tails, then the setup for the SoS package will be similiar.

 

 

Create your animation and export the animation out as usual.  Next, select only the genital bones then export their animation out via Havok as a separate animation file. This file will go in /data/meshes/auxbones/sos/animations/modfoldername/animationname.hkx  The bone list for Havok will look like this:

 

NPC GenitalsBase [GenBase]

NPC GenitalsScrotum [GenScrot]

NPC Genitals01 [Gen01]

NPC Genitals02 [Gen02]

NPC Genitals03 [Gen03]

NPC Genitals04 [Gen04]

NPC Genitals05 [Gen05]

NPC Genitals06 [Gen06]

 

 

Eg: If creating for SexLabCreature would be:  /data/meshes/auxbones/sos/animations/sexlabcreature/youranimationfilename.HKX

 

I named it the same as the primary animation file.  It will require the usual FNIS animation text file in here and the FNIS for modders / users run.

No additional scripting is required that I'm aware of.

 

In theory, when the main animation file plays, the SoS one will play as well.  

 

 

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If only it was possible to attach 1 part of the body to another body. That would save lot's of time. like the hands directly to female breast. that would also mean you get collision and breast deforming like in real life is with squeezing the breasts.

 

I was trying something like that in blender but only after many hours wasted finding out it was not really possible due to game engine. That was a bummer.

That's what the Link Constraint does in Max. I basically create a helper and link the IK goal to it. Move the helper, it moves the goal.

 

Put a link constraint controller on the helper. Position the body part controlled by the helper and link it to the world at frame zero. Move to frame one and add a new link to the object you wish to attach it to. Eg: Put actor A hand on Actor B back. I'll link the the helper to actor B spine. At this point, where spine goes, so too does the hand.

 

When you're ready to release the hand from the spine further down the timeline, simply create the key and unlink it. It's yours to animate manually once again.

 

 

Then maybe that is problem blender has no link constrains.

 

 

 

 

Actually, they may exist for Blender :D 

 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints

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It's similar for tails, but they have other issues once in game. Fought with it for a week before I gave up on them :/

 

Thats not something I'll be able to do alone.

 

I'll have to get a modder to assign the genitals to the animation.

 

I'm going to try to replace and rename the erect animation to see if it works,.....If Ashal can flag the SoS erect effect during SexLab animations,...then its really a matter of adding new animations to the SoS list.

 

Another option is SexLab pools the genital animations in the database,...and like script an auto replace during animations, but idk lol im not a scripter.

 

 

I theorized with this a bit, but never got around to actually testing it with SoS.  *IF* it's like the tails, then the setup for the SoS package will be similiar.

 

 

Create your animation and export the animation out as usual.  Next, select only the genital bones then export their animation out via Havok as a separate animation file. This file will go in /data/meshes/auxbones/sos/animations/modfoldername/animationname.hkx  The bone list for Havok will look like this:

 

NPC GenitalsBase [GenBase]

NPC GenitalsScrotum [GenScrot]

NPC Genitals01 [Gen01]

NPC Genitals02 [Gen02]

NPC Genitals03 [Gen03]

NPC Genitals04 [Gen04]

NPC Genitals05 [Gen05]

NPC Genitals06 [Gen06]

 

 

Eg: If creating for SexLabCreature would be:  /data/meshes/auxbones/sos/animations/sexlabcreature/youranimationfilename.HKX

 

I named it the same as the primary animation file.  It will require the usual FNIS animation text file in here and the FNIS for modders / users run.

No additional scripting is required that I'm aware of.

 

In theory, when the main animation file plays, the SoS one will play as well.  

 

 

Yes this is my initial plan to test the animations.  

 

I have an idea about whats going to happen.  I know that the contraints placed on the SoS schlong in skyrim will auto-blend into any animations,...which means certain jerks or movements could throw the animation trajectory off course,...and come out mis-aligned.

 

another scenario is the animation just doesn't show up with the SoS .esp enabled,....but as you said I haven't noticed any scripts in SoS that would sniff out and ignore a replaced animation.

 

If it did though,...i'd proceed to disable SoS completely, and just use the skeleton to see if I can get a result.  

 

This is really a scripters arena though,...as long as I can test and guarantee the animation is playable in skyrim under any means at all,...then its really out of my hands.

 

I really think this'll be a simple solution,...for anyone with expertise in this area,...which rules me out XD

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