Jump to content

Recommended Posts

I love the creature animations as much as the human ones. the sabrecat is a awesome beast to animate. 

 

One of the creatures that i do find however lacking in most mod packs for animations is the Draugr. I have the basic Sexlab creature ones but they are not very 'exciting' or creative. 

 

I havent seen anims from the great creators like yourself or Anub or Leito. Are they hard to animate or manipulate? I figured there was a reason they are not particularly chosen for anims. I thought they just used human poses but seems they use only ones created for draugr.

 

Also i would LOVE to see more Troll anims. The troll ones i have so far i adore but can never have too many! :)

 

Please always love your ability and skill in animating SirNibbles and never loose sight that we adore your art and designs a lot. You keep Skyrim alive and exciting.


Oh also, i totally understand that the canines are a pain. seems they do struggle to look right. I have 3 huskies, 3 dogs and 2 wolves owned in the game and even with so many animations for them, they do seem hard to get right.

 

But i will say that so far i adore your canine animations and your care and attention to little movements is a blessing. thank you.

Link to comment

I love the creature animations as much as the human ones. the sabrecat is a awesome beast to animate. 

 

One of the creatures that i do find however lacking in most mod packs for animations is the Draugr. I have the basic Sexlab creature ones but they are not very 'exciting' or creative. 

 

I havent seen anims from the great creators like yourself or Anub or Leito. Are they hard to animate or manipulate? I figured there was a reason they are not particularly chosen for anims. I thought they just used human poses but seems they use only ones created for draugr.

 

Also i would LOVE to see more Troll anims. The troll ones i have so far i adore but can never have too many! :)

 

Please always love your ability and skill in animating SirNibbles and never loose sight that we adore your art and designs a lot. You keep Skyrim alive and exciting.

Oh also, i totally understand that the canines are a pain. seems they do struggle to look right. I have 3 huskies, 3 dogs and 2 wolves owned in the game and even with so many animations for them, they do seem hard to get right.

 

But i will say that so far i adore your canine animations and your care and attention to little movements is a blessing. thank you.

 

Well in my case the reason why trolls/draugr didn't got any animations from me is because I'm as skilled as a potato in 3ds Max.

I have no idea to create a rig, and without a rig it's incredibly hard to create decent animations.

 

As for the canine...their tails always go their own path (like literally, I have no idea why but they literally do their own thing despite being animatable).

Just like the tail, the ears and tongue also do their own thing.

Canine's also crash my 3ds Max's framerate (which makes it very hard to see how animations look like until they get in game, I'm talking about looking at animations with 2~4 fps preview)

 

When I get my hands on a rig for them I'll probably give them a shot (especially trolls, they've interested me for quite some time).

Link to comment

 

And how do you find a table? More specifically, the free end.

 

 

The table in that anim and others, the chairs, stocks, beds (when not using an in game bed after Sexlab asks about using one) and dildos are all included as anim objects with the animation.  The object spawns when the animation starts and is removed when it ends... normally.  Sometimes if you cancel an anim early or try to switch to another animation the object can remain behind, sometimes stuck around an actor.  If the actor is the PC you can jump and have it remove the item.

Link to comment

 

 

And how do you find a table? More specifically, the free end.

 

 

The table in that anim and others, the chairs, stocks, beds (when not using an in game bed after Sexlab asks about using one) and dildos are all included as anim objects with the animation.  The object spawns when the animation starts and is removed when it ends... normally.  Sometimes if you cancel an anim early or try to switch to another animation the object can remain behind, sometimes stuck around an actor.  If the actor is the PC you can jump and have it remove the item.

 

I just thought that he had found a solution to find a free space (where is no collision - around a table, chair or  bed)) 

Link to comment

 

 

 

And how do you find a table? More specifically, the free end.

 

 

The table in that anim and others, the chairs, stocks, beds (when not using an in game bed after Sexlab asks about using one) and dildos are all included as anim objects with the animation.  The object spawns when the animation starts and is removed when it ends... normally.  Sometimes if you cancel an anim early or try to switch to another animation the object can remain behind, sometimes stuck around an actor.  If the actor is the PC you can jump and have it remove the item.

 

I just thought that he had found a solution to find a free space (where is no collision - around a table, chair or  bed))

 

 

There are people working on making things usable and not needing objects and I hope they're able to make use of the idle markers that let NPCs stand against walls and support pillars. I usually just have to position just right for the standing animations (which I really like) and the bench and table animations are quite handy making their own as I can just position "about right" and let it kinda fit.   Too bad there is no system that could match the table or bench look to what is in the room, but oh well.

 

Link to comment

 

Well in my case the reason why trolls/draugr didn't got any animations from me is because I'm as skilled as a potato in 3ds Max.

I have no idea to create a rig, and without a rig it's incredibly hard to create decent animations.

 

As for the canine...their tails always go their own path (like literally, I have no idea why but they literally do their own thing despite being animatable).

Just like the tail, the ears and tongue also do their own thing.

Canine's also crash my 3ds Max's framerate (which makes it very hard to see how animations look like until they get in game, I'm talking about looking at animations with 2~4 fps preview)

 

When I get my hands on a rig for them I'll probably give them a shot (especially trolls, they've interested me for quite some time).

 

 

You could maybe ask Anub or Leito for their draugr rigs?

 

 

Link to comment

Well everything is fine now, so started with some animating again.

And just now I realized I fked up some scenes I tried. (for whatever reason the animation speed in 3ds max was set to 1/2x and I noticed it way too late....)

 

Anyways, I've wanted to try out a particular blowjob scene; but the way humans are set up via SoS just makes it way too complicated so I just grabbed the first decent animal that came to mind with a big size penis so I can animate it how I want it to.

I'm gonna try to add some more varations in one stage to create some more realism.

 

I'm just gonna animate some random animations to add in the next update and hope in the meantime I get some kind of magical idea to why my current finished animation is screwing me over.

 

*Don't mind the mouth clipping part, with the open mouth tag via sexlab it'll fix most of it

 

 

source.gif

 

 

 

As you can see I've tried to add some more "unique" movements which in my opinion looks a lot better then just one movement repeating itself over and over.

Link to comment

 

I'll ask them when I feel like working on draugr's.

 

 

Ye no rush.

 

As far as troll rigs go, no clue but maybe in MNC's credits? There were three different animators for trolls I think, one of them might have been Dayelitee.

 

 

Draugr rig is made by Pornphile and its aviable in the same place as human rig. it lags like hell tho and i have 3 fps during animating on it.

New troll animations where made on bones, no troll rig is knows.

Link to comment

 

 

I'll ask them when I feel like working on draugr's.

 

 

Ye no rush.

 

As far as troll rigs go, no clue but maybe in MNC's credits? There were three different animators for trolls I think, one of them might have been Dayelitee.

 

 

Draugr rig is made by Pornphile and its aviable in the same place as human rig. it lags like hell tho and i have 3 fps during animating on it.

New troll animations where made on bones, no troll rig is knows.

 

 

Ah that's too bad about the troll rig.

And draugr rig I'm not really very interested in right now (since they're basically zombified humans, I prefer to create animations for regular humans since they have a lot more usage while looking the same)

But I'm struggling with another problem firstmost which I don't really have a clue to how I should fix it.

 

Dunno if you perhaps know the cause of it, but basically the male's hand just floats upwards in game in stage 5 (while maintaining the animation sequence they should execute) till a point it's about 50cm (about 20inch) above the position where it should be.

And in stage 6 it floats slowly downwards to the point where it should be (starting point is the 50cm above stage 5's position).

 

Sorry if my explanation is a little bit vague, English still isn't one of my best languages.

If neccesary I could perhaps create a gif for it.

Link to comment

 

 

Ah that's too bad about the troll rig.

And draugr rig I'm not really very interested in right now (since they're basically zombified humans, I prefer to create animations for regular humans since they have a lot more usage while looking the same)

But I'm struggling with another problem firstmost which I don't really have a clue to how I should fix it.

 

Dunno if you perhaps know the cause of it, but basically the male's hand just floats upwards in game in stage 5 (while maintaining the animation sequence they should execute) till a point it's about 50cm (about 20inch) above the position where it should be.

And in stage 6 it floats slowly downwards to the point where it should be (starting point is the 50cm above stage 5's position).

 

Sorry if my explanation is a little bit vague, English still isn't one of my best languages.

If neccesary I could perhaps create a gif for it.

 

 

Im familliar with the issue, it plagues some of leitos anim aswell. I know its caused by NPC headtracking. It should not apear on player characters. Sadly i dont know how to fix it. I even re exported effected leito anims myself from 3ds max source files but with no luck. Its mystery to me how skyrim chooses anims to fuck up, mine havent been effected yet.

 

Link to comment

 

-

 

 

Im familliar with the issue, it plagues some of leitos anim aswell. I know its caused by NPC headtracking. It should not apear on player characters. Sadly i dont know how to fix it. I even re exported effected leito anims myself from 3ds max source files but with no luck. Its mystery to me how skyrim chooses anims to fuck up, mine havent been effected yet.

 

 

 

Well strangely enough it only affects the 5th and 6th stage.

I've tried re exporting those stages with some adjustments made but with no succes.

 

Well, if npc headtracking is indeed the problem with my case I could experiment a bit with some stuff and maybe (probably not) find a fix.

Link to comment

Well everything is fine now, so started with some animating again.

And just now I realized I fked up some scenes I tried. (for whatever reason the animation speed in 3ds max was set to 1/2x and I noticed it way too late....)

 

Anyways, I've wanted to try out a particular blowjob scene; but the way humans are set up via SoS just makes it way too complicated so I just grabbed the first decent animal that came to mind with a big size penis so I can animate it how I want it to.

I'm gonna try to add some more varations in one stage to create some more realism.

 

I'm just gonna animate some random animations to add in the next update and hope in the meantime I get some kind of magical idea to why my current finished animation is screwing me over.

 

*Don't mind the mouth clipping part, with the open mouth tag via sexlab it'll fix most of it

 

 

source.gif

 

 

 

As you can see I've tried to add some more "unique" movements which in my opinion looks a lot better then just one movement repeating itself over and over.

 

I really REALLY like where this is going :DD   <3

Link to comment

SirNibbles - First and honestly: I'm thrilled with your animations. Especially those with kissing (I know, I know... I already said it).... lol.... the animation that I use a lot with my female follower (I'm playing as a male), is Lesbian 69. This animations works great on F/F, but when using on M/F, male actor is always on the top. Can you please check that. As I said, the title said enough: "Lesbian 69", but I like it so much that I'm using it in M/F. :) So it would be nice if the male position would be down so I don't have to switch his position. Thank you.

Link to comment

SirNibbles - First and honestly: I'm thrilled with your animations. Especially those with kissing (I know, I know... I already said it).... lol.... the animation that I use a lot with my female follower (I'm playing as a male), is Lesbian 69. This animations works great on F/F, but when using on M/F, male actor is always on the top. Can you please check that. As I said, the title said enough: "Lesbian 69", but I like it so much that I'm using it in M/F. :) So it would be nice if the male position would be down so I don't have to switch his position. Thank you.

 

That's easy to do.

Though that animation isn't really intended for that gender purpose clipping wise, it's up to you what you do with it.

 

Won't really have an effect on the structure I created since they're both female actors so I'll change the roles.

 

In the meantime till I roll out an update you can use the file I attached in this post.

Just overwrite my current file with this one.

Lesbian 69 actor edit.rar

Link to comment

 

SirNibbles - First and honestly: I'm thrilled with your animations. Especially those with kissing (I know, I know... I already said it).... lol.... the animation that I use a lot with my female follower (I'm playing as a male), is Lesbian 69. This animations works great on F/F, but when using on M/F, male actor is always on the top. Can you please check that. As I said, the title said enough: "Lesbian 69", but I like it so much that I'm using it in M/F. :) So it would be nice if the male position would be down so I don't have to switch his position. Thank you.

 

That's easy to do.

Though that animation isn't really intended for that gender purpose clipping wise, it's up to you what you do with it.

 

Won't really have an effect on the structure I created since they're both female actors so I'll change the roles.

 

In the meantime till I roll out an update you can use the file I attached in this post.

Just overwrite my current file with this one.

 

 

 

Thank you very much for this. You rock. :)

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use