smudge78 Posted January 5, 2016 Posted January 5, 2016 I already warned them among other issues that their install order is wrong and will mess up shlong (check post #15 in hdt pussy topic), but author of "all in one hdt pussy" consideres his mod perfect so there is no reasining with them. Meanwhile users who follow his guide will have issues. I've been told as well, recently, to not overwrite the SOS skeleton.
Heretiсsam Posted January 6, 2016 Posted January 6, 2016 Does the dialog enabled during animations? It would be sweet to talk about things while hugged, espesialy with mods like Amorous Adventures. Like standing face to face with Lydia, talking about sweet sweet love, and then she hugs you, after certain dialog choice... Or commenting animations what you choose. Like while animations play, you could click on the NPC and use "Talk" (like vanila talking with NPC) on the partner, to enable dialog lines only visible while animations active (with common dialog options disabled, so it not ruin immersion). I imagine some funny ones, during sex act, and blowjob. While partner performing BJ it will be like "mrphphphphphp!" and while fast penetration anims it will be like "...not...the...time... for.... talking..." Also, if you hugging person of the opposit gender it will boost your spechcraft with hugged NPC... oh, dreams... P.s. Sorry for bad language, i am not a native speaker.
terabaap Posted January 6, 2016 Posted January 6, 2016 I don't use sexlab anymore since it spoiled my longtime save after much use, it means basically i can't use more then half content on this site,but this mod as its independent i am using it and to me this is by far the best mod in its category .
Bottlesoldier Posted January 6, 2016 Posted January 6, 2016 Looking forward to everything CEO related.I still haven't got the balls to wrap my mind around scripting for Skyrim neither its mods. And what I'm about to ask is just trivial for most animators, But for the momment I want to try and get at least a lil bit of understanding around 0sex setup, so... the scenes, since you're using Pornphiles rigs (who isn't ?), how are the dummy controlers supposed to be positioned? I pretty much leave the root controlers at the same spot and orientation and move the actors around using the feet and COM dummies, again, this is certainly trivial for most animators, but while trying to animate to replace animations for sexlab I found that several scenes seemed to have the root dummies at different spots, some times that changed from stage to stage (which was infuriating to say the least because it led me to believe I was doing something wrong with either scene or export setups).
CEO 0S Posted January 7, 2016 Author Posted January 7, 2016 Hi Sam, It's something I'm trying to do and some of it will be possible in 1.07 but a little complicated. SexDentity in it's easiest form is meant to switch out sound files, set flags on the actor about what they should do, change their faces. The scenes have two kinds of data primarily for this. One is for transitions which is timed events that happen while the actors are in a transition between 2 scenes, the script reads text documents and turns keywords it reads there into script functions which could in your example play custom dialogue etc. (pretty much anything at all can happen there.) The second I call "Cycle" which is an event that occurs every 6-12 seconds, each actor gets one it updates things like their expressions and check's the scene to see if it needs to adjust their sounds. From you here you could also define the actor to do a mix of any sounds you have for them. IE. instead of moans and pants it could mix some dirty talk in as well. Cycle is meant to be vague to not cause repetitive events to occur and weaves a bunch of settings together for the actor and the scene type / speed / arousal level to not look predictable. Both are more complicated to interact with then basic SexDentity but as of now each actor can have their own override for these files so it can all be changed per scene or per actor. More so though what you mentioned seems to apply more specifically to something I'm trying to do where an exact scripted scene can be played out exactly with custom sound events through out. For narrative purposes this would allow a designer to make a scene that uses dialogue as the sex or makeout unfolds at scripted time. This part will not be in for 1.07 but i'm not too far off from it. To summarize: The things you mentioned are potentially possible now in my current draft and will be expanded on soon but it would take a committed content developer to learn setting up the more indepth sexdentity documents to make an npc say unique dialogue at certain times. (I'd be happy to help if someone wants to take this on, and it might help me refine the system while doing it. It would work best for npcs in a quest romance or follower to make the romance scenes feel unique with them.) I'll look for ways to make it more accessible in the future. Having them just talk or say specific things during certain scenes weaves in with their normal sounds would be easier. Hi BottleSoldier, Thanks! SexLab has offset data (x,y,z position and rotation) I believe for every single scene. I believe this is because some of it's core animations were originally from different mods, maybe Animated Prostitution (I'm not sure) and those were not animated around the 0,0,0 and needed to be offset to connect. For animating you can just leave them right around the 0,0,0 and animate them to look exactly like you want in game. There's no need to separate them or position them differently in 3DS max, just make them do / look in 3DS exactly how you want them in game. The only deviations will be: (maybe skeleton), meshes, and actor scale but these would just need minor adjustments usually to correct and always happens as I don't know how to get different meshes or skeletons into the rig. I always wind up having to do fine adjustments by reviewing the animation in game and "Blind adjusting" the max animation to what I see once it's loaded in to game. On the other points: I'd say you are right about the big floor circle, I would leave it always at 0,0,0 always for both actors and not use it. I've found some purposes for it to get coordinate positions by opening 2 3DS Max to totally change orientation of scenes but outside of that I would leave it alone. Last things to think about is, it's generally good to try to have the actor in the same spot across scenes, less important for sex lab, but something like 0SA it's crucial to make the transitions work well. I just mean logically place them consistently in context to the max scene and to each other so the scenes could visually connect well if you wanted too with transition animations (Within Reason). Scale is very out of the animators control for Skyrim, and can make thing look really bad from user to user and cause things to not align right. I try in 0Sex to standardize scale with the script and it does work but as a heads up a majority of my animations would have to be redone if i decided to change the default schlong size, or scale of the actors. Depending on what you want to do committing to a specific body scale (one for each actor) and genital scale for your scenes could save a lot of headache in the long run. I hope this helps!
TDA Posted January 8, 2016 Posted January 8, 2016 Hi BottleSoldier, Thanks! SexLab has offset data (x,y,z position and rotation) I believe for every single scene. I believe this is because some of it's core animations were originally from different mods, maybe Animated Prostitution (I'm not sure) and those were not animated around the 0,0,0 and needed to be offset to connect. For animating you can just leave them right around the 0,0,0 and animate them to look exactly like you want in game. There's no need to separate them or position them differently in 3DS max, just make them do / look in 3DS exactly how you want them in game. The only deviations will be: (maybe skeleton), meshes, and actor scale but these would just need minor adjustments usually to correct and always happens as I don't know how to get different meshes or skeletons into the rig. I always wind up having to do fine adjustments by reviewing the animation in game and "Blind adjusting" the max animation to what I see once it's loaded in to game. On the other points: I'd say you are right about the big floor circle, I would leave it always at 0,0,0 always for both actors and not use it. I've found some purposes for it to get coordinate positions by opening 2 3DS Max to totally change orientation of scenes but outside of that I would leave it alone. Last things to think about is, it's generally good to try to have the actor in the same spot across scenes, less important for sex lab, but something like 0SA it's crucial to make the transitions work well. I just mean logically place them consistently in context to the max scene and to each other so the scenes could visually connect well if you wanted too with transition animations (Within Reason). Scale is very out of the animators control for Skyrim, and can make thing look really bad from user to user and cause things to not align right. I try in 0Sex to standardize scale with the script and it does work but as a heads up a majority of my animations would have to be redone if i decided to change the default schlong size, or scale of the actors. Depending on what you want to do committing to a specific body scale (one for each actor) and genital scale for your scenes could save a lot of headache in the long run. I hope this helps! Is it not necessary to shift the collision on the Y axis in the animation ? for example, I shifted by half the collision (in skeleton) width (2 halves of one actor gives the gap between them when they actually look in the direction of Y-axis.).
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 It might with collision on, thanks forgot, I always had the disable collision checked in SL. All I can say in that regard then is that at least if it's disabled they will stick fine even if animated at the 0,0,0. I don't know too much about it, once I got it working tight in 0Sex I stopped testing further. Wouldn't the skeleton still be traveling with the animation and collision occurring regardless of offset? (If they can collide) I'm not sure though overall would have to test. I think SL does a translateto() combined with setvehicle which should stop the actors from pushing each other apart entirely. In 0Sex\0SA they can be position in 3DMax with no offset as you'd like them to appear in game. This might help also BottleSoldier: 1, 3DS right before export 2. Viewing it in game: 3DS (Just Before Export) Viewed In Game Hopefully that helps to see the rig preexport. My animation dude is 1.0 and 0Sex scales him to 1.03 so you can see some inconsistency in his grip / direction of the two heads facing each other that I have to just nudge and test until it looks fine. I know you can set the scale of the guy in 3DMax but it kind of turns into a pain for me (to be deleting, remembering etc. to handle it.) plus with other things in the mix, I just do all the misc adjusting at once when checking in game. If you overwrite an animation while Skyrim is on it will show the new animation if you can make the game call the animation again so you don't need to exit between exports.
Nite_Star Posted January 8, 2016 Posted January 8, 2016 Man I can not wait for the official release of the update version, these look awesome. Oh and testing the beta from my last post, decided to revert to the normal version from before. See the point from the post of animation problems...
Kinky Posted January 8, 2016 Posted January 8, 2016 Looks like another kiss animation from that scene. Also cant wait for final release.
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 Man I can not wait for the official release of the update version, these look awesome. Oh and testing the beta from my last post, decided to revert to the normal version from before. See the point from the post of animation problems... Thank you Skynet, I'm just going to realpha very soon, I'm making progress but new things keep opening up new doors and while it's growing I'm also accumulating a to do list. People will have to forgive me as there's lots of new positions but not all transitions are done, I'm getting deeper and deeper in transition debt. Some will be insta warped through others will be rough, a lot are done though. I'll launch with similar stipulation to when i first started that I need to test the engine to make progress but it's going to take time to finish the transitions. Sorry in advance for this. I have a few people developing and I need to get a version out that they can launch their own stuff from. 0Sex will as always be a work in progress but at least I'll be able to update content often as I dick around in new base positions so there's not as much waiting. I think (hope) people will like the new stuff and I'm excited to see feedback on it. Regardless it will be better then the prior Alpha by a lot which I know people are trying to use to access the new animations, so enough of me messing around, I'll get a new Alpha going asap.
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 Looks like another kiss animation from that scene. Also cant wait for final release. Yea it will kissing + embrace + female pleasure scene. I'd like to mix all 3 together so it can all happen at once or any of them by itself. That' above is legs spread which leads to the pleasure scene coming from this: This all came from trying to make a bend over knee spank scene on the outskirts of UP6, this would be it pre-bend. Wound up being two separate things entirely: The sit on knee 2 above I'm going to try to also lead into something like this: then tie it back into lifted lotus:
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 First thing I googled to try to find what i was talking about was "fabio air power romance kiss lifted" but no results came up took a while to find just one.
CNKTHoward Posted January 8, 2016 Posted January 8, 2016 First thing I googled to try to find what i was talking about was "fabio air power romance kiss lifted" but no results came up took a while to find just one. Not sure on how exactly the pose is going to look like, but I did a quick search myself and stumbled across a very nice looking pose. You know, with the legs crossed and all. There could be different stages too concerning the legs... just a thought.
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 I like it a lot thanks for that! I'll use it.
pbh Posted January 8, 2016 Posted January 8, 2016 This framework and your animations are breathtakingly good! I wonder if it could be used for making a dancing scene, something like the scene from the movie femme fatale. might be impossible or not worth the effort, I do not know... Thanks for all the work you have done so far! pbh
razzor69 Posted January 8, 2016 Posted January 8, 2016 Are these positions from 0sex? That's breast feeding animation you can find it in NSAP animations pack http://www.loverslab.com/topic/38870-hiatus-non-sexlab-animation-pack/page-1?hl=nsap
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 New plan from ST6 will go to to a new embrace similar to this. Thank you, and yea it totally would be possible pretty much exactly what the framework is for the only issue is she wanders around a lot. The scenes are locked to a start point so she'd prob wind up dirty dancing through a wall for short periods of times depending on where it happens. Of course it could be tweaked. Dancing's not really my thing though but 0SA could suit all kinds of dancing I think pretty well. In time I'll try to incorporate segments from that or similar as some foreplay options. Longer animations have a lot of benefits of using a lot less HKX files to get a big effect and they can be a lot more detailed and alive. Control gets kind of ruined while it's playing but I'd like to add some options for longer special scenes to play out.
Nite_Star Posted January 8, 2016 Posted January 8, 2016 Man I can not wait for the official release of the update version, these look awesome. Oh and testing the beta from my last post, decided to revert to the normal version from before. See the point from the post of animation problems... Thank you Skynet, I'm just going to realpha very soon, I'm making progress but new things keep opening up new doors and while it's growing I'm also accumulating a to do list. People will have to forgive me as there's lots of new positions but not all transitions are done, I'm getting deeper and deeper in transition debt. Some will be insta warped through others will be rough, a lot are done though. I'll launch with similar stipulation to when i first started that I need to test the engine to make progress but it's going to take time to finish the transitions. Sorry in advance for this. I have a few people developing and I need to get a version out that they can launch their own stuff from. 0Sex will as always be a work in progress but at least I'll be able to update content often as I dick around in new base positions so there's not as much waiting. I think (hope) people will like the new stuff and I'm excited to see feedback on it. Regardless it will be better then the prior Alpha by a lot which I know people are trying to use to access the new animations, so enough of me messing around, I'll get a new Alpha going asap. Your welcome, and take your time as I feel that we all appreciate the work you are doing. Nice smooth animations, just do not rush. Also just noticed you work with SoS, So obviously using SAM my male penises are massive in any position :-) So going to have to revert back to SoS.
CEO 0S Posted January 8, 2016 Author Posted January 8, 2016 Your welcome, and take your time as I feel that we all appreciate the work you are doing. Nice smooth animations, just do not rush. Also just noticed you work with SoS, So obviously using SAM my male penises are massive in any position :-) So going to have to revert back to SoS. Thanks! I've had mostly claims that it works with SAM but I have never tested it myself to see what happens. I'll get around to it eventually I think if there are problems it's something that can be fixed.
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