HillDweller123 Posted January 5, 2016 Posted January 5, 2016 TLDR: I wish there was more to do with dead bodies and captured people. Bodyslide and custom armors and clothes mean you can have infinitely customizable appearances, but what you can actually do with them in game is a lot more limited. Sexlab animations are canned and not very interactive (ie. it's up to the animator), yet take animation skills to create (ie. not everyone can animate their kinky fantasies). Moving bodies into poses is somewhat fun, except the skeleton is somewhat rigid and always tends to fall into the same positions. Devious Devices does nothing for me; I'm not into BSDM, and I couldn't find any DD plugins that I cared about. So aside from Devious Devices and Sexlab, I think there's an unfulfilled interactive fantasy niche. I wish there was: 1. a better, more precise way to position bodies (including limbs) but still have physics on them (ie. not actually freezing them which is cheesy) 2. a better, more precise way to position captured people - like tying up limbs to things 3. a way to "play" with them while they stay in that position - slap, cock slap, "fuck" (ie. thrust dick/vagina/anus back and forth), finger, fist, foot, cum over, piss, use toys, ultimately kill them in devious ways -- the sky is the limit! IMHO this would be infinitely more interactive than what Sexlab animations currently offer, and I sense there's HUGE untapped potential there. Again, modern Skyrim bodies are infinitely customizable and we can adjust them to our wildest fantasies, but I think we're missing this last piece of interactivity to truly have our way with them ( ͡° ͜ʖ ͡°) Note: I know Sexlab Tools allows to mix and match stages of different animations, but the stages are still done by animators so it's still "pre scripted".
gaggedgirl123 Posted January 5, 2016 Posted January 5, 2016 Well the big tough thing isn't really about making things that interactive, but about making Skyrim's engine accept these. Just try to realize how m uch work it took to get hair/cloth physics in-game, and how buggy it still is after over 2 years. Hell, just getting new animations in-game used to be a chore (FNIS is a real godsend on that one, but then again, not a perfect solution is that it has its limits) The whole engine would need to be built around that.
Guest Posted January 5, 2016 Posted January 5, 2016 "Positions" them is just a matter to send the correct walues to NiOverride, and keep them as "DontMove" or with the AI disabled. Not a big deal from scripting perspective, but you have to define well all the positions for the nodes. Not easy. About "slap, cock slap, fuck", these are animations, and the animations under havok could not care less of the original position of the actor. So, probably, not possible.
HillDweller123 Posted January 5, 2016 Author Posted January 5, 2016 No need for actual collisions; Sexlab doesn't have them and it's still pretty convincing. The actions can be just animations, and you could adjust them in space just like regular SL anims; that should be good enough. When they're performed near enough to a body or tied NPC, they would trigger a reaction (scream, moan, small bump, etc). Positioning could be something like Jaxonz' Positioner but it would work with bodies, and you could move limbs separately.
Guest Posted January 5, 2016 Posted January 5, 2016 Jaxon positioner uses a single position (3 coordinates X, Y, Z, and a rotation X, Y, Z) to position objects. It is enough for static objects. But is is not enough at all to position a body, where you have to position all the nodes that are terminal. (Hands, Feet, Knees, Head, etc.)
HillDweller123 Posted January 5, 2016 Author Posted January 5, 2016 So perhaps Jaxonz's positioner approach is not the correct one; scrap the thing about setting custom positions for limbs separately, ignoring Havok physics. Instead, be able to move limbs just like with the E key, but in a more precise way somehow, and also make it so the body isn't so "heavy on the limbs" such that it always springs back into the same position - perhaps make said limbs lighter and have more friction? That would cover the first point about positioning dead bodies, I think.
Guest Posted January 5, 2016 Posted January 5, 2016 The point is: Skyrim uses Havok physics (and animations) to understand where to place the feet and the hands. And does inverse kinematics (included in Havok) for the intermediate parts (like the elbows and knees.) So if an actor is ragdolling, its nodes are positioned through havok. You can then alter the position using NiOverride, but then Havok will finalize the positions in all cases. So it is not so easy. You need to specify at least: Left hand, right hand, left foot, right foot, head, spine0. And if you will position on the ground, then maybe is feasible, but if you think to position it on a non-flat object, then you will enter to the extremely complex wolrd of real time physics for games.
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