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It is certainly way too hot for christmas but I won't complain.

Seriously though that canine cowgirl is probably my new favorite animation of all the creature animations,
thank you for your hard work!
 

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I've read through it and learned some new stuff, but the way I animate now is more efficient then using second animation layers.

 

Only thing which I still need to learn/fix is why the feet always do other movements then I assigned they keyframes to, it's like they do what they want. Usually I just "sort of" fix it by manually editing the feet bit for bit (edit>export>take screenshot>edit>export...etc) till they look decent.

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Only thing which I still need to learn/fix is why the feet always do other movements then I assigned they keyframes to, it's like they do what they want. Usually I just "sort of" fix it by manually editing the feet bit for bit (edit>export>take screenshot>edit>export...etc) till they look decent.

 

that sounds like a FootIK problem to me, Billyy's fix for the problem was to manually add "-AVbHumanoidFootIKDisable" to there FNIS list.

 

 

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I've read through it and learned some new stuff, but the way I animate now is more efficient then using second animation layers.

 

Only thing which I still need to learn/fix is why the feet always do other movements then I assigned they keyframes to, it's like they do what they want. Usually I just "sort of" fix it by manually editing the feet bit for bit (edit>export>take screenshot>edit>export...etc) till they look decent.

 

 

Oh? Is it in your guide?

 

About the feet, i donno what the problem might be. The only instance when feet where in diffrent places then i animated is when i used diffrent skeleton to animate then one i had in max. Mine had much shorter leg bones.

 

edit: Oh yeah, what Mad said aswell if ur not already doing that.

edit2: Looked into your fnis files and indeed they are lacking the footik line, theres your problem.

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Nibbles is easily my favorite Skyrim sex animator. FunnyBiz has a TON of animations but many of them are not nearly as good and even more have horrible HDT alignments, even the more recent ones that should had been made after HDT vagina has become a standard. Not to mention that too much animations clog up FNIS and many are redundant. Quality beats quantity by a long shot here. Not to say I don't appreciate FunnyBiz's work, cuz I do, but Nibbles is the best.

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I've read through it and learned some new stuff, but the way I animate now is more efficient then using second animation layers.

 

Only thing which I still need to learn/fix is why the feet always do other movements then I assigned they keyframes to, it's like they do what they want. Usually I just "sort of" fix it by manually editing the feet bit for bit (edit>export>take screenshot>edit>export...etc) till they look decent.

 

 

Oh? Is it in your guide?

 

About the feet, i donno what the problem might be. The only instance when feet where in diffrent places then i animated is when i used diffrent skeleton to animate then one i had in max. Mine had much shorter leg bones.

 

edit: Oh yeah, what Mad said aswell if ur not already doing that.

edit2: Looked into your fnis files and indeed they are lacking the footik line, theres your problem.

 

 

Ah thanks for the above suggestions, I'll try that with my newer stuff.

 

 

And what I usually do I did describe a little bit in my guide, but not extensively since the guide I wrote was more to get sexlab animations working in game and not really animating itself.

 

What I basically do is grab the keyframes for a specific controller and just move them x amount of keys forwards/backwards and setting a key at the end of the frame time which I copy to the starter of the timer.

This way I can add different movements or differ with the speed at some specific time in the animation.

 

Well...efficient...it's a method that I'm familiar with and kinda gives the same result.

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It's strange, on my side, the cowgirl animation doesn't work for dog and wolf : the player plays the animation correctly, but the wolf stay idle for no reason... tryed to desactivate and reactivate the mod, relaunch FNIS, clean animation registery ... Nothing worked.

Any help is appreciated. :)

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It's strange, on my side, the cowgirl animation doesn't work for dog and wolf : the player plays the animation correctly, but the wolf stay idle for no reason... tryed to desactivate and reactivate the mod, relaunch FNIS, clean animation registery ... Nothing worked.

Any help is appreciated. :)

 

Uum are you using the "no objects" version or the regular version? Because I sometimes forget to run a tool or two when it comes to those other versions. (it's really confusing to manage different versions)

Or maybe because you've hit the animation limit perhaps, with all the animators work these days hitting FNIS' animation limit isn't that hard anymore.

 

*Also that username, fryslan boppe?

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It's strange, on my side, the cowgirl animation doesn't work for dog and wolf : the player plays the animation correctly, but the wolf stay idle for no reason... tryed to desactivate and reactivate the mod, relaunch FNIS, clean animation registery ... Nothing worked.

Any help is appreciated. :)

 

Uum are you using the "no objects" version or the regular version? Because I sometimes forget to run a tool or two when it comes to those other versions. (it's really confusing to manage different versions)

Or maybe because you've hit the animation limit perhaps, with all the animators work these days hitting FNIS' animation limit isn't that hard anymore.

 

*Also that username, fryslan boppe?

 

 

Hi Nibbles, and thanks for the fast answer! :)

I'm currently using the regular version 4.2.

But it doesn't seems to be related to the max number of animation in FNIS, because i added more animations after without having any issues.

 

**And for my username, i was just a kind of a lazy person that didn't wanted to search a complicated username ... (but i don't understand was fryslan boppe is supposed to mean. If you could just bring this answer to my curiosity... :P)

 

Have a nice day. :)

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It's strange, on my side, the cowgirl animation doesn't work for dog and wolf : the player plays the animation correctly, but the wolf stay idle for no reason... tryed to desactivate and reactivate the mod, relaunch FNIS, clean animation registery ... Nothing worked.

Any help is appreciated. :)

 

Uum are you using the "no objects" version or the regular version? Because I sometimes forget to run a tool or two when it comes to those other versions. (it's really confusing to manage different versions)

Or maybe because you've hit the animation limit perhaps, with all the animators work these days hitting FNIS' animation limit isn't that hard anymore.

 

*Also that username, fryslan boppe?

 

 

Hi Nibbles, and thanks for the fast answer! :)

I'm currently using the regular version 4.2.

But it doesn't seems to be related to the max number of animation in FNIS, because i added more animations after without having any issues.

 

**And for my username, i was just a kind of a lazy person that didn't wanted to search a complicated username ... (but i don't understand was fryslan boppe is supposed to mean. If you could just bring this answer to my curiosity... :P)

 

Have a nice day. :)

 

 

If you are using Mod organizer, did you run FNIS through Mod Organizer?

And could you perhaps try to go to Sexlab's MCM> Rebuild and Clean > Clean system and follow the instructions there?

 

*And "Fryslan boppe" means "Frisia on top" it's a phrase that's pretty common in the place I live/was born. (little bit of Patriotism)

Because "oane" is a typical Frisian name which you probably won't find anywhere else outside of Frisia.

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Glorious 5 fps master race: 

 

https://gfycat.com/AdoredIdolizedCrustacean

 

3ds Max doesn't really like 3 actor scenes, and it especially doesn't like it when they're female either (more complex skeletons or something like that I guess)

It's a lot harder to animate this then other animations because the viewport has around 5 fps, which makes it a lot harder then usual to get a good grasp of how the end result looks.

 

First stage looks decent though with good fps:

 

https://gfycat.com/DefiantQuickBernesemountaindog

 

Also I've started another cowgirl.....

Which is actually almost finished.... (4 stages of this took less long then 2 stages of the threesome)

 

https://gfycat.com/UniqueDelectableIrishterrier

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Glorious 5 fps master race: 

 

https://gfycat.com/AdoredIdolizedCrustacean

 

3ds Max doesn't really like 3 actor scenes, and it especially doesn't like it when they're female either (more complex skeletons or something like that I guess)

It's a lot harder to animate this then other animations because the viewport has around 5 fps, which makes it a lot harder then usual to get a good grasp of how the end result looks.

 

First stage looks decent though with good fps:

 

https://gfycat.com/DefiantQuickBernesemountaindog

I was just about to ask if you planned on making anymore lesbian animations, looks like i got my answer.

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Thats cuz you exported with controllers visable, disable them and also disable shadows and reflections on all meshes and controllers.

 

The controllers was just a way to show the fps I'm working with right now. (since the controllers are visible when you're working with them)

But I didn't disable the shadows/reflections though, which increased the fps by 2 apparently...not much but at least it's better.

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I dont realy have problem with 3 somes when it comes to fps, maybe i have stronger machine. Pornphiles dog rig tho...my god. 2 fps all the way. Thats why i created my own. Anyway all you can do is work on 1 actor at the time, have controllers of others disabled.

 

Yeah I usually just disable the controllers/meshes which I don't need to animate at that particular time.

The fps problem was also the reason why I used your dog controller for my last canine animation, pornphile's was particularly easy to use but the fps almost made it impossible to work on; that and the tail moved on it's own for whatever reason in that rig.

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I dont realy have problem with 3 somes when it comes to fps, maybe i have stronger machine. Pornphiles dog rig tho...my god. 2 fps all the way. Thats why i created my own. Anyway all you can do is work on 1 actor at the time, have controllers of others disabled.

 

Yeah I usually just disable the controllers/meshes which I don't need to animate at that particular time.

The fps problem was also the reason why I used your dog controller for my last canine animation, pornphile's was particularly easy to use but the fps almost made it impossible to work on; that and the tail moved on it's own for whatever reason in that rig.

 

Max 2010-2012 viewport is terrible at animation rendering. Later Max versions are better. If you can, animate in 2015 then export with 2012. You can improve animation playback fps by hiding every layer except meshes, as Anub said.

 

You were probably working with the earliest canine rig. This rig has 'Flex' which would add inertia motion to tail, ears etc. The latest archive includes a non Flex rig which is much more fps friendly.

 

Maybe I should just delete the flex one so people don't get confused. People just wanna make smut and not have to worry about flex and requiring a powerful machine. :D

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Max 2010-2012 viewport is terrible at animation rendering. Later Max versions are better. If you can, animate in 2015 then export with 2012. You can improve animation playback fps by hiding every layer except meshes, as Anub said.

 

You were probably working with the earliest canine rig. This rig has 'Flex' which would add inertia motion to tail, ears etc. The latest archive includes a non Flex rig which is much more fps friendly.

 

Maybe I should just delete the flex one so people don't get confused. People just wanna make smut and not have to worry about flex and requiring a powerful machine. :D

 

 

That must be it, i noticed that tail and ears moved on their own. Tbh i rather have full controll during animation but i didnt understood what "flex" mean.

Rig had another major flaw tho, it broke when you added more layers to the animation. Everytime you added a layer somewhere, it createdt a split second in the anim when bones went bananas.

 

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Max 2010-2012 viewport is terrible at animation rendering. Later Max versions are better. If you can, animate in 2015 then export with 2012. You can improve animation playback fps by hiding every layer except meshes, as Anub said.

 

You were probably working with the earliest canine rig. This rig has 'Flex' which would add inertia motion to tail, ears etc. The latest archive includes a non Flex rig which is much more fps friendly.

 

Maybe I should just delete the flex one so people don't get confused. People just wanna make smut and not have to worry about flex and requiring a powerful machine. :D

 

 

That must be it, i noticed that tail and ears moved on their own. Tbh i rather have full controll during animation but i didnt understood what "flex" mean.

Rig had another major flaw tho, it broke when you added more layers to the animation. Everytime you added a layer somewhere, it createdt a split second in the anim when bones went bananas.

 

 

 

If you're familiar with 'Spring Controller' then 'Flex' is very similar. IMO, it gives a very nice floppy ears or wagging tail effect without having to animate single bones. Biggest issue is how to loop it. And that requires more advanced 3ds Max techniques. You could also turn 'Flex' off via Modify panel. However, turning it off doesn't fix the fps issue. I suppose you can think of it like Skyrim's HDT effect.

 

This is the first I've heard of the layers issue. Testing it out for myself right now and I can see that it break a lot of the rotation controllers. Maybe I would have been able to address this if the issue was brought up earlier but I hardly work with Max anymore.

 

Animation layers itself can get wonky because it creates controllers on top of controllers.

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Max 2010-2012 viewport is terrible at animation rendering. Later Max versions are better. If you can, animate in 2015 then export with 2012. You can improve animation playback fps by hiding every layer except meshes, as Anub said.

 

You were probably working with the earliest canine rig. This rig has 'Flex' which would add inertia motion to tail, ears etc. The latest archive includes a non Flex rig which is much more fps friendly.

 

Maybe I should just delete the flex one so people don't get confused. People just wanna make smut and not have to worry about flex and requiring a powerful machine. :D

 

 

That must be it, i noticed that tail and ears moved on their own. Tbh i rather have full controll during animation but i didnt understood what "flex" mean.

Rig had another major flaw tho, it broke when you added more layers to the animation. Everytime you added a layer somewhere, it createdt a split second in the anim when bones went bananas.

 

 

 

If you're familiar with 'Spring Controller' then 'Flex' is very similar. IMO, it gives a very nice floppy ears or wagging tail effect without having to animate single bones. Biggest issue is how to loop it. And that requires more advanced 3ds Max techniques. You could also turn 'Flex' off via Modify panel. However, turning it off doesn't fix the fps issue. I suppose you can think of it like Skyrim's HDT effect.

 

This is the first I've heard of the layers issue. Testing it out for myself right now and I can see that it break a lot of the rotation controllers. Maybe I would have been able to address this if the issue was brought up earlier but I hardly work with Max anymore.

 

Animation layers itself can get wonky because it creates controllers on top of controllers.

 

 

The problem was related to the flex rig I guess  :P

Like Anubis also stated I personally had no idea what the difference between the "flex" and "no flex" rig was, but I also prefer to have control over the tails/ears; like my last dog/wolf animation I gave them a bit of a wagging tail.

 

In terms of machine though, I got a pretty powerful machine so in case of low fps in 3ds max it almost can't be the specs of my rig.

And I was already hiding the layers, that usually cricks up my fps by a few. The main problem was mainly if I wanted to take a look at my current scene's animation I'd have to export the preview every time I want to get a proper look. Oh well, right now it's performance is barely enough to get a proper view without exporting; but it's good enough to work with currently.

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Hi, let me begin by saying that your animation work is really good and detailed! I'd like to ask if it would be possible for you to create a Wolf/Dog breastfeeding animation, for mods like JUGs to use. The author of that mod would love to implements such an animation into his mod and I'd really like to see that happen.

 

I got contacted by him before, and it sounded interesting but kinda forgot about it after some time.

I'll see what I can do in the future, but can't promise anything.

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