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OSex+ The Greatest Virtual Sex Ever


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Posted

 

 

 

I still have a question: does this support lesbian sex without futanari getting involved? Thanks

Strapons, my friend. Strapons.
Without any kind of dick getting involved

 

 

No

 

Time to go back to SexLab then

Posted

What's the workflow for like animations that have a starting scene and only loop after a few frames?

I mean, if I have an animation that's like, 150 frames long, the character has a penetration for the first 50 and then makes trusting animation starting frame 51, are there parameters that make the animation loop from the 51st frame, or do I need to break it into 2 animations, a penetrating and a looping-trusting one?

Posted

What's the workflow for like animations that have a starting scene and only loop after a few frames?

 

I mean, if I have an animation that's like, 150 frames long, the character has a penetration for the first 50 and then makes trusting animation starting frame 51, are there parameters that make the animation loop from the 51st frame, or do I need to break it into 2 animations, a penetrating and a looping-trusting one?

 

First, note that to work inside the 0S-Actions framework, animations need to have a length of multiples of 2 seconds. I believe standard speed is 30 fps so multiples of 60 frames.

 

To answer your specific animation question, technically you would need 3 animations:

 

1. One would be cyclic (looping). A looping animation of the actors prior to penetration. The simplest start would be just to copy the keyframes from frame 0.

2. Second would be the acyclic (transition) penetration animation. It would connect/transition from the first cyclic animation (prior to penetration) to the third animation (post penetration).

3. Third would be the cyclic (looping) thrusting.

 

Ceo told me it is a bit more complicated to start off 0S-Actions from a transition animation so setting up a base loop would be easier.

Posted

 

 

First, note that to work inside the 0S-Actions framework, animations need to have a length of multiples of 2 seconds. I believe standard speed is 30 fps so multiples of 60 frames.

 

To answer your specific animation question, technically you would need 3 animations:

 

1. One would be cyclic (looping). A looping animation of the actors prior to penetration. The simplest start would be just to copy the keyframes from frame 0.

2. Second would be the acyclic (transition) penetration animation. It would connect/transition from the first cyclic animation (prior to penetration) to the third animation (post penetration).

3. Third would be the cyclic (looping) thrusting.

 

Ceo told me it is a bit more complicated to start off 0S-Actions from a transition animation so setting up a base loop would be easier.

 

 

Thanks, that was actually very insightful. I'm guessing the "action animation" (the ones triggered with space bar) have to be another multiple of 60s that loops but only gets to be played once per input.

Posted

Sometime character cock is twisted, its normal ?

 

No. Make sure XPMSE skeleton overwrites SOS and nothing overwrites XPMSE.

 

Posted

How do you make the dom climax? I'm using 1.07a

 

arrow up + numpad 1

 

or arrow down + numpad 1 (foget if this one is sub)

 

this active the anim , then just use top and down for change scene (you need to be at scene 1 of some anims, exempl : scene 1 of missionary)

Posted

The idea is good. The mods that are popular parents (in my view) are rape and submission. Mods of love and romance are not very popular. Besides the technical problems, missing homosexual love animations.

Posted

It's been over a week since CEO 0S posted - or even logged in - which is a pretty sudden and drastic change in behaviour from before the silence. I'm as impatient as the next guy for more information, the next version, etc., but I must remind myself there's something even more important: CEO, are you OK?

 

I hope you're just busy, or laying low to avoid incessant questions until you're ready.

Posted

I just want to echo the statements of countless others on here; thanks for your hard work. If you were to make this a private, paid mod I'm sure that most would be willing to part with a small amount for it - and the financial support would help you to take it to another level. I'd hate for it to fall by the wayside because of burnout. Thanks again!

Posted

 

 

 

Thanks, that was actually very insightful. I'm guessing the "action animation" (the ones triggered with space bar) have to be another multiple of 60s that loops but only gets to be played once per input.

 

 

 

Hi again BottleSoldier.

 

For something like the spanks on space bar it's a transition that just directs back to the loop it originated from. There's only loops and transitions in 0Sex. All things that appear to be an action in the scene are just being told to go to a transition that returns it back to the scene it came from.

 

So you can see to get an idea: This would be in a scenes JSON document. Let's say a scene called "Missionary" might have this typed in:

 

"<p>_dmaj1": "@4_DoggyStyle",

 

(note I changed the format a little since the previous alpha, so it might be slightly different if you are looking at that.)

 

This would mean when d major 1 is pressed (Dom alt + 1)  it goes to DoggyStyle. The purpose of the 4 is to tell it the length of the transition (4 seconds in this case)

 

This will make the script play the animation named "Missionary_DoggyStyle" for 4 seconds then it will loop on "DoggyStyle". That's all there is to making the scenes navigate....

 

Other things it can do are Variations which makes it weave in a different animation each time it loops. For example the sub rubbing the dom's legs in the kneeling animation. In 1.07a they can't be different length in 1.07b they will be able to have unique lengths.

 

Speeds also however for now they all have to be equal length. I can fix this but can't do it for 1.07b.

 

Speeds and variations need to share the same start and end frame as all other speeds or variations of that specific loop. Variations also don't work great for rhythmic motions like sex thrusting, there's always a very subtle rewind effect when it switches.

 

-------------------------------------------------------

 

Proxy is right on, Animations in multiples of 2 seconds. I think it will work with any solid number but the script gets jammed if it has less then 2 seconds to process a loop. Longer loops are easier on the system but it locks the user out of control for that duration of time, for example on a 6 second loop the user would have to wait up to 6 seconds to see their key press have an effect. Most of my loops are 2 but the kissing is 4.

 

-------------------------------------------------------

 

Proxy sorry I should have mentioned this you can start from a transition you just have to use some weird code I made as a bandaid for now to get it to work. Example that you would put in _Alpha.json First_Scene:

 

4bDoggyStyle_!1@#_bMissionary

 

 

(AnimationLength)Destination_!1@#_Origin

 

it's slightly changed in my current but that should work on 1.07a. In the next it will be able to start from a transition with no problem.

Posted

@CEO  I have downloaded the 0sex file from Nexus and patch from here. Easy instillation and works great. I read your guides which are very well done and can navigate through all animations with no problems. All in all it is very impressive.

 

I also downloaded the latest version 1.07 alpha. I managed to install it and get it to work as well. However this version does not give me any keybinding info in the MCM.  Could you make a guide letting us know what are the new Keybinds for 1.07a, and also diagrams showing how to transition from the current animations from 1.063 to the new animations in 1.07a? I don't want to miss any of the new animations and features in the v1.07a.

 

If this information is already available could you let me know where to go to get it? I have read most posts in this thread, I also read most of the info on Nexus, and also read your blog at tumblr and could not find any info regarding v1.07a.

 

If it would be too much work and take too much of your time to put together that info, I understand, could you let us know approximately when the next version will be released?  I'm assuming that will be 1.07b and will it  come with an MCM just as informatiive and polished as the current MCM for v1.063?

 

Obviously I'm anxious to get a chance to try out the new animations and features as are the rest of us posting on this thread. The quality of your work on this project is really amazing, thanks for making all this available to the community here.

 

 

EDIT: I reread some of your guides, realized I didn't make a clean save before i uninstalled 1.063 and installed 1.07.

I'm using Mod Organizer, so I uninstalled 1.063 and then made a proper clean save. Then installed 1.07a and this time it was a much better instillation, the MCM menu shows up giving me all the information I was missing before, all the Keybinds, etc.

 

However, I think we could use a brief guide or diagram showing what the new animations are and how to transition to them from the 1.063 animaitons. Also it seems the controls have changed slightly. I have figured out a lot by just trial and error and a lot of experimentation, but a guide and diagram would be really helpful.

 

The additional animations in 1.07 are really well done, great work and thanks for making all this available to us.

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