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Animable penis??


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Posted

Oh that's interesting. I didn't know how the files interact themselves.

 

But I don't know how to answer your questions :_(

 

Ehmmm....  Now we have I problem. I didn't expect to go into the internals of SOS in order to make those animations work.  :)

 

I glanced through the sources. It appears that right now you can only use the bend animations today. Based on some keystrokes you can gradually bend the piece up or down. 

 

I didn't see any invocation for the custom animations. Which didn't surprise mee too much now, since there are no "custom" animations in the animations folder. Is it possibly that VP added them as placeholders in case that he or someone else would implement new bend independent animations like in that gif?

 

Then you don't need my implementation. You have 11 slots available for each actor type. Simply put the animation file into the animations folder as SOScustom<i>.hkx (with i 00, 01, .. 10), and then you can activate the animation with

player.sae SOScustom<i>

Or the same from a script.

Posted

I'll test the custom thing when I get home. It is weird that VectoPlexus had never mentioned the existence of these slots. That's why I thought they were internal to the "offset solution".

 

The non-bending animations are also triggered from papyrus but normally not from SOS, but Sexlab or other mods.

 

Also thanks again for the time you took looking at this.

Posted

I cloned SOSFastErect.HKX (this animation moves the schlong to a horizontal position)

and saved it as SOScustom00.HKX in the same folder

 

Then player.sae SOScustom00 does this (NSFW)

 

 

TESV_2015-07-02_17-08-14-362.gif

 

schlong-says-come-here?

 

come-here-gif.gif

 

 

 

I can't figure out what is happening here haha

Posted

I cloned SOSFastErect.HKX (this animation moves the schlong to a horizontal position)

and saved it as SOScustom00.HKX in the same folder

 

Then player.sae SOScustom00 does this (NSFW)

 

I can't figure out what is happening here haha

 

What you see is nothing but pure SOSFastErect (plus femaleoffset).

 

What you probably know as SOSFastErect is a blend between this file and SOSFlaccid.hkx.  :D

Posted

Oh awesome, the female offset explains why the schlong gets into the belly.

 

I made the same test with SOSflaccid and SOScustom01 and I didn't see any difference from the normal SOSflaccid. Maybe there was an offset that I didn't saw. This one had no loop.

 

But then, I can't see how to take benefit of the custom animations, if all are blend of a female offset.

 

Animators would need to compensate the female offset?

Actual SL animations could not be used unless renamed?

 

This thread now needs animators!! >_<

 

Anyway, I am speaking from the ignorance, I think this is what it would be the most common scenario, or at least is what people are trying to do:

 

meshes\actors\character\Animations\SexLab\CustomAnimationNSFW_A1_S1.hkx --> here the body anim
meshes\Auxbones\SOS\Animations\CustomAnimationNSFW_A1_S1.hkx --> here the schlong anim
For example this is an extract of a PM I got

Inside the auxbones folder I just deleted the SOSSlowErect and named my animation SOSSlowErect and put it in the folder.

In-game I used player.sae sosslowerect, and my genital animation played perfectly.

I dont see any FNIS list, and FNIS definitely doesn't load SoS in my GenFNISforUsers.

The next step is to try just adding the animation in like SOSMyNewAnimation,...and typing player.sae sosmynewanimation and see if it plays that way.

I dont think it will though,...because unlike FNIS, there is no way to generate a new animation list,...

Posted

Oh awesome, the female offset explains why the schlong gets into the belly.

 

I made the same test with SOSflaccid and SOScustom01 and I didn't see any difference from the normal SOSflaccid. Maybe there was an offset that I didn't saw. This one had no loop.

 

But then, I can't see how to take benefit of the custom animations, if all are blend of a female offset.

 

Animators would need to compensate the female offset?

Actual SL animations could not be used unless renamed?

 

This thread now needs animators!! >_<

 

Anyway, I am speaking from the ignorance, I think this is what it would be the most common scenario, or at least is what people are trying to do:

 

meshes\actors\character\Animations\SexLab\CustomAnimationNSFW_A1_S1.hkx --> here the body anim
meshes\Auxbones\SOS\Animations\CustomAnimationNSFW_A1_S1.hkx --> here the schlong anim
For example this is an extract of a PM I got

Inside the auxbones folder I just deleted the SOSSlowErect and named my animation SOSSlowErect and put it in the folder.

In-game I used player.sae sosslowerect, and my genital animation played perfectly.

I dont see any FNIS list, and FNIS definitely doesn't load SoS in my GenFNISforUsers.

The next step is to try just adding the animation in like SOSMyNewAnimation,...and typing player.sae sosmynewanimation and see if it plays that way.

I dont think it will though,...because unlike FNIS, there is no way to generate a new animation list,...

 

 

No, I was wrong. I had mixed female and male behavior in the beginning. And since this was the only difference between male and female, this had been burnt into my brain. So male have the male offset blended as it should be. When the offset seems too short it's probably because of of scaling considerations. Animations are fix, they don't change with actor scaling. So the offset needs to be made for skinny actors, so that schlong and body keep connected. My (theoretical) interpretation.

 

You will not see any change for SOSflaccid, because that one is only blended with SOSoffset. Only FastErect and SlowErect are blended with Offset and SOSflaccid. And of course all the Bends are triple blends with Offset and SOSErect and BendUp/Down.

 

And yes, there is hardly anyone who understands how animations and behaviors work together. How should they. It is totally undocumented. If you have never used HBT (there is a very old version available on Intel Servers), or have never tried to understand the internal data structures, you don't have a chance.

 

If you are interested you should know that there is hkxcmd wo convert between hkx and xml. And that I have written a tool called CondenseBehavior, which is sort of a compressed pretty print for those xml files. With the help of these (and a bit of experience) it is possible to understand behavior files. And in cases like SOS it is even relatively easy. At least in most cases you can figure out, where and when certain animation files are executed.

Posted

 

 

Oh awesome, the female offset explains why the schlong gets into the belly.

 

I made the same test with SOSflaccid and SOScustom01 and I didn't see any difference from the normal SOSflaccid. Maybe there was an offset that I didn't saw. This one had no loop.

 

But then, I can't see how to take benefit of the custom animations, if all are blend of a female offset.

 

Animators would need to compensate the female offset?

Actual SL animations could not be used unless renamed?

 

This thread now needs animators!! >_<

 

Anyway, I am speaking from the ignorance, I think this is what it would be the most common scenario, or at least is what people are trying to do:

 

meshes\actors\character\Animations\SexLab\CustomAnimationNSFW_A1_S1.hkx --> here the body anim
meshes\Auxbones\SOS\Animations\CustomAnimationNSFW_A1_S1.hkx --> here the schlong anim
For example this is an extract of a PM I got

Inside the auxbones folder I just deleted the SOSSlowErect and named my animation SOSSlowErect and put it in the folder.

In-game I used player.sae sosslowerect, and my genital animation played perfectly.

I dont see any FNIS list, and FNIS definitely doesn't load SoS in my GenFNISforUsers.

The next step is to try just adding the animation in like SOSMyNewAnimation,...and typing player.sae sosmynewanimation and see if it plays that way.

I dont think it will though,...because unlike FNIS, there is no way to generate a new animation list,...

 

 

No, I was wrong. I had mixed female and male behavior in the beginning. And since this was the only difference between male and female, this had been burnt into my brain. So male have the male offset blended as it should be. When the offset seems too short it's probably because of of scaling considerations. Animations are fix, they don't change with actor scaling. So the offset needs to be made for skinny actors, so that schlong and body keep connected. My (theoretical) interpretation.

 

You will not see any change for SOSflaccid, because that one is only blended with SOSoffset. Only FastErect and SlowErect are blended with Offset and SOSflaccid. And of course all the Bends are triple blends with Offset and SOSErect and BendUp/Down.

 

 

And yes, there is hardly anyone who understands how animations and behaviors work together. How should they. It is totally undocumented. If you have never used HBT (there is a very old version available on Intel Servers), or have never tried to understand the internal data structures, you don't have a chance.

 

If you are interested you should know that there is hkxcmd wo convert between hkx and xml. And that I have written a tool called CondenseBehavior, which is sort of a compressed pretty print for those xml files. With the help of these (and a bit of experience) it is possible to understand behavior files. And in cases like SOS it is even relatively easy. At least in most cases you can figure out, where and when certain animation files are executed.

 

I made use of the CondenseBehavior tool and took a look at the result. Then I cried a little.

Well I've could see the hkx files have ids and how some other things point to them.

Then you can edit the condensed file and then CondenseBehavior -> hkxcmd -> skyrim? Or is only for better understanding the xml?

Posted

 

 

 

Oh awesome, the female offset explains why the schlong gets into the belly.

 

I made the same test with SOSflaccid and SOScustom01 and I didn't see any difference from the normal SOSflaccid. Maybe there was an offset that I didn't saw. This one had no loop.

 

But then, I can't see how to take benefit of the custom animations, if all are blend of a female offset.

 

Animators would need to compensate the female offset?

Actual SL animations could not be used unless renamed?

 

This thread now needs animators!! >_<

 

Anyway, I am speaking from the ignorance, I think this is what it would be the most common scenario, or at least is what people are trying to do:

 

meshes\actors\character\Animations\SexLab\CustomAnimationNSFW_A1_S1.hkx --> here the body anim
meshes\Auxbones\SOS\Animations\CustomAnimationNSFW_A1_S1.hkx --> here the schlong anim
For example this is an extract of a PM I got

Inside the auxbones folder I just deleted the SOSSlowErect and named my animation SOSSlowErect and put it in the folder.

In-game I used player.sae sosslowerect, and my genital animation played perfectly.

I dont see any FNIS list, and FNIS definitely doesn't load SoS in my GenFNISforUsers.

The next step is to try just adding the animation in like SOSMyNewAnimation,...and typing player.sae sosmynewanimation and see if it plays that way.

I dont think it will though,...because unlike FNIS, there is no way to generate a new animation list,...

 

 

No, I was wrong. I had mixed female and male behavior in the beginning. And since this was the only difference between male and female, this had been burnt into my brain. So male have the male offset blended as it should be. When the offset seems too short it's probably because of of scaling considerations. Animations are fix, they don't change with actor scaling. So the offset needs to be made for skinny actors, so that schlong and body keep connected. My (theoretical) interpretation.

 

You will not see any change for SOSflaccid, because that one is only blended with SOSoffset. Only FastErect and SlowErect are blended with Offset and SOSflaccid. And of course all the Bends are triple blends with Offset and SOSErect and BendUp/Down.

 

 

And yes, there is hardly anyone who understands how animations and behaviors work together. How should they. It is totally undocumented. If you have never used HBT (there is a very old version available on Intel Servers), or have never tried to understand the internal data structures, you don't have a chance.

 

If you are interested you should know that there is hkxcmd wo convert between hkx and xml. And that I have written a tool called CondenseBehavior, which is sort of a compressed pretty print for those xml files. With the help of these (and a bit of experience) it is possible to understand behavior files. And in cases like SOS it is even relatively easy. At least in most cases you can figure out, where and when certain animation files are executed.

 

I made use of the CondenseBehavior tool and took a look at the result. Then I cried a little.

Well I've could see the hkx files have ids and how some other things point to them.

Then you can edit the condensed file and then CondenseBehavior -> hkxcmd -> skyrim? Or is only for better understanding the xml?

 

 

No it'S only for better understanding. The condensed form not only sorts and indents, but also omits many useless parameter.

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