joshuabar333 Posted July 30, 2021 Posted July 30, 2021 On 6/26/2015 at 5:18 PM, b3lisario said: A proof of concept. This rotates argonian or khajiit tails involved in any SL animation. Tails revert to normal after animation ends. I don't want to continue with this so I'm leaving it here. It's not checking the animation beign played, or the actor positions or genders, so it's quite unfinished. Which bones to rotate, and how much, are read from the file Data\SKSE\Plugins\StorageUtilData\SLMoveTail.json Edit numbers there and see how it goes. Units are in degrees. Requirements: http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/ http://www.loverslab.com/files/file/1362-skeletonutils/ http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/ EDIT: forgot the XPMSE requirement SL Move Tail.7z 3.25 kB · 457 downloads you are so amazing
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