Guest Posted June 29, 2015 Posted June 29, 2015 Unless the animations happen on a perfectly even ground, creatures try to adhere to it and play them at the same time resulting in glitchy movements. Do i have to disable it manually with this mod (that i don't know if it works on animals as well), or is there an option in sexlab to do that?
Ixum Posted June 29, 2015 Posted June 29, 2015 Pressing U (sexlab rotate default key) fixes it, temporarily anyway
Guest Posted June 29, 2015 Posted June 29, 2015 Yes, i've noticed that if you edit the positioning of the anims with the sexlab hotkeys it fixes them temporarily, but i was wondering if there was a way to fix them completely.
Sailing Rebel Posted June 30, 2015 Posted June 30, 2015 This is down to the "tilt" behaviour of the creatures. Horses, dogs and other four-legged creatures have a flag set that allows them to rotate forward and back to account for terrain. Spiders and other multi-legged creature also have the flag for rotating left and right. Unfortunately these flags cannot be dynamically unset (or, they can, but it has no effect). The result is that if part of the creature's hit box is clipping through a mesh the game will attempt to adjust their rotation until it is not. If the creature is locked in place, as in an SL animation, there will be a struggle between the enforced position and the titling behaviour. This is where the "jitter" or "flickering" comes from. It's possible that there is also a vanilla bug involved too since the undesirable tilting can become more pronounced as a game session progresses with each subsequent animation having greater tilt and faster movement. I've spent a good bit of time in the past trying to fix this without success. The usual advice to avoid SL animations on uneven terrain is of little use with mods like Defeat, Submit and Aroused Creatures where there is no opportunity to find a suitably level floor. One possible solution would be a change to the animations that displaces the skeleton from the model origin so that the hit-box ends up suspended a few feet in the air during the animation and reduces the chances of clipping-induced rotation. But this would require reprocessing all the affected animations, and after all of that it might not even work.
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