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Posted

Great work still ! Is there any tutorial about adding object like your tentacle animation?

Posted
3 hours ago, PsycheHHH said:

Great work still ! Is there any tutorial about adding object like your tentacle animation?

have you done any mesh editing work before? because you should first learn how to do basic mesh cleanup work in NifSkope before trying to animate them, meshes exported from 3ds max will always need extra work:

textures/BSLightingShaderProperty settings need correcting (just delete BSLightingShaderProperty and copy it over from the original mesh).

tangent spaces need updating.

NiStringExtraData (if used/needed) may need to be added.

+ for animated meshes the NiTransformController flags (all of them) need to be edited to make the mesh's nodes loop the animation (if you want a looping animation that is).

 

some basic tips:

don't ever rescale the mesh/nodes in anyway.

keep the object on it's own layer and treat it like another actor.

don't make/edit meshes and animate them at the same time, export & clean it up, then re-import it to make sure it still actually works and looks right.

 

nif export settings:

Animated Nif Export Settings.jpg

Posted
31 minutes ago, MadMansGun said:

have you done any mesh editing work before?

I never do that clean up job, some of them work and some don't.

From your tips now I know the reason.

When I finish that, should I use another tool like "Animation tools N4" and "3Dmax Export Script" from Nexus to make them animated?

I tried to animate the object in this way but no luck.

Posted
29 minutes ago, PsycheHHH said:

When I finish that, should I use another tool like "Animation tools N4" and "3Dmax Export Script" from Nexus to make them animated?

no you just have to export a nif file (with the settings posted), hell you don't even need havok for this part.

 

for a practice run just try exporting one of your preexisting animations as a nif, and clean up/replace all the BSLightingShaderPropertys (you can skip the other steps for now), then replace the main menu mesh with it. (Data\meshes\interface\logo\logo.nif)

if the game still starts then you should be on the right track.

Posted
14 minutes ago, MadMansGun said:

no you just have to export a nif file, hell you don't even need havok for this part.

 

for a practice run just try exporting one of your preexisting animations as a nif, and clean up/replace the BSLightingShaderProperty, then replace the main menu mesh with it. (Data\meshes\interface\logo\logo.nif)

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

EXTEND NEW ANIMATION TYPE

Posted
20 minutes ago, PsycheHHH said:

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

EXTEND NEW ANIMATION TYPE

yep, animated tentacles are almost exactly the same as main menu & load screen meshes, the only difference is a "NiStringExtraData" linking it to a actor's root node.

Posted
35 minutes ago, PsycheHHH said:

 

 

some other tips i forgot:

nif animations like to run/move more robotic than hkx animations, so in some cases less keyframes may work better than more.

try to keep the animation length to multiples of 15 (eg: 15, 30, 45, 60) if you can, it may help to keep the NiTransformData's decimal points more even and (hopefully) more in synced with the hkx.

Posted
5 minutes ago, MadMansGun said:

 

some other tips i forgot:

nif animations like to run/move more robotic than hkx animations, so in some cases less keyframes may work better than more.

try to keep the animation length to multiples of 15 (eg: 15, 30, 45, 60) if you can, it may help to keep the NiTransformData's decimal points more even and (hopefully) more in synced with the hkx.

Oh you remind me about this issue, some of my animations got “Out of step” problem, two actor seem like start at different time, it cause alignment problem, changing the length of animation can work it out, too?

Posted
42 minutes ago, PsycheHHH said:

Oh you remind me about this issue, some of my animations got “Out of step” problem, two actor seem like start at different time, it cause alignment problem, changing the length of animation can work it out, too?

if your talking about stage 1 that's some sort of startup problem with SexLab itself, i (and i think most people) have the same problem.

my "fix" is to just make a extra stage before my real "stage 1" (now stage 2) so it will run correctly.

Posted
11 minutes ago, MadMansGun said:

if your talking about stage 1 that's some sort of startup problem with SexLab itself, i (and i think most people) have the same problem.

my "fix" is to just make a extra stage before my real "stage 1" (now stage 2) so it will run correctly.

The most clean way! ?

Posted
3 hours ago, PsycheHHH said:

The most clean way! ?

I wish you good luck with animating those bones, chaning the nitransformcontrollers and exporting them properly and alligning them properly.

The main reason I barely have animated object animations is because they're a real pain in the ass to work with.

 

In 3ds Max it's all okay, but as soon as you want them to work in game, and properly alligned....

My previous ones took about 5-20 re-export tries for each stage just to fix allignment issues.

Posted

Doesn't work for me. Why False?    Downloaded, installed in MO, run FNIS. In game turned off all animation and reset. Turned On everything, registrated. All other animations True, only Nibbles False. Skyrim LE.ScreenShot20.jpg.428b5d94e947188e275481d31629e959.jpg

Posted
3 minutes ago, Aranil said:

Doesn't work for me. Why False?    Downloaded, installed in MO, run FNIS. In game turned off all animation and reset. Turned On everything, registrated. All animations True, only Nibbles False.ScreenShot20.jpg.428b5d94e947188e275481d31629e959.jpg

 

Just a question, but how many animations do you have installed in your Sexlab framework?

I see the packages of the animator with the most animations from Loverslab on your list, it wouldn't surprise me if you've hit the limit.

You can check the amount of registered animations in Sexlab's MCM.

 

Base max amount is 500, with a specific mod (that's apparently bugged as hell though) it's 750.

Posted
36 minutes ago, SirNibbles said:

 

Just a question, but how many animations do you have installed in your Sexlab framework?

I see the packages of the animator with the most animations from Loverslab on your list, it wouldn't surprise me if you've hit the limit.

You can check the amount of registered animations in Sexlab's MCM.

 

Base max amount is 500, with a specific mod (that's apparently bugged as hell though) it's 750.

I understood now. It's more than 800+. Didn't knew about limit.

Posted
2 hours ago, SirNibbles said:

Base max amount is 500, with a specific mod (that's apparently bugged as hell though) it's 750.

A suggestion for those that are struggling with this limit in LE is this mod that is actively being worked on:

 

I've only used it for a bit, but the Sexlab Utility Plus tweak is pretty incredible from what I've seen so far.  Buried in all the other things it can add to Sexlab is the fact it increases the animation limit to 750 for each type, and so far I haven't had any issues with it.  Plus it is SLSO compatible by default.

 

Thanks for the update - I'm sure the knotting animation was a pain to make with the multiple non-looping stages, but that makes it quite unique and interesting IMO.

Posted
5 hours ago, Aranil said:

Doesn't work for me. Why False?    Downloaded, installed in MO, run FNIS. In game turned off all animation and reset. Turned On everything, registrated. All other animations True, only Nibbles False. Skyrim LE.

Spoiler

ScreenShot20.jpg.428b5d94e947188e275481d31629e959.jpg

 

Maybe you already have too many animations installed, so the latest installed  animations do not work. There is a limit for Sexlab. It has already happened to me, sometimes the following steps will help:

ScreenShot671.jpg

 

AND

 

 

Posted

Hey SitNibbles, that's some cool canine animation you've made! But could you please add ass-to-ass knotted loop stage between 4 and 5 stages of animation? Shouldn't be too difficult because the second part of 4 stage looks like it could be looped. I think it would be great if knotting duration were controlled via loop stage. And it's kinda puzzling the animation simply ends after they're pulling off from each other. I do believe the second part of 5 stage makes for perfect after sex loop. :)

 

Well anyway, amazing work and thank you for update!

Posted
9 hours ago, Aequus said:

Hey SitNibbles, that's some cool canine animation you've made! But could you please add ass-to-ass knotted loop stage between 4 and 5 stages of animation? Shouldn't be too difficult because the second part of 4 stage looks like it could be looped. I think it would be great if knotting duration were controlled via loop stage. And it's kinda puzzling the animation simply ends after they're pulling off from each other. I do believe the second part of 5 stage makes for perfect after sex loop. :)

 

Well anyway, amazing work and thank you for update!

 

Second part of stage 4 is looped in fact, but it's looped for like 8 seconds or so; afterwards it should transition into stage 5 by the stuff I defined into the json list. I can make it a little bit longer if more people agree with it but I'm not gonna make it into a total looping stage because I would have to manage several files again for the people who do like it and for the people who don't. (and I just got rid of managing several files, sort of)

 

I can just copy over the keyframes from the 8 seconds loop to a bit longer, how does 16-24 seconds looping sound?

Posted
6 hours ago, SirNibbles said:

I can just copy over the keyframes from the 8 seconds loop to a bit longer, how does 16-24 seconds looping sound?

I'd +1 the idea to extend the "knotted" loop a fair bit, as then it would usually either time out by player's max stage duration or when they advanced it manually. 

 

This would make the animation work a *lot* better with things like SLSO - I have that set so that in aggressive circumstances the animation cannot advance to the final stage until the PC's partner has orgasmed.  If stage 4 persists a fair bit that would work really well, instead of it looping the turn around stage or going back to a previous stage.

Posted
7 hours ago, SirNibbles said:

 

Second part of stage 4 is looped in fact, but it's looped for like 8 seconds or so; afterwards it should transition into stage 5 by the stuff I defined into the json list. I can make it a little bit longer if more people agree with it but I'm not gonna make it into a total looping stage because I would have to manage several files again for the people who do like it and for the people who don't. (and I just got rid of managing several files, sort of)

 

I can just copy over the keyframes from the 8 seconds loop to a bit longer, how does 16-24 seconds looping sound?

I can see your point, managing several at once could be pain indeed. Well I can only speak for myself, but it's kinda frustrating it all ends so quickly.
I think there is solution though. Why not create an extra two loop/idle stages with a duration set in json file? One stage for ass-to-ass part and one for after sex part, like I've proposed? I believe most if not all people know how to customize json files, so it could be simply set to either 8/16/24/60/etc seconds or even made a loop stage without any timer at all. I can't be done now though, because 4 and 5 stages both have transition parts in them.
Thanks, and I hope my suggestion doesn't sound impertinent.

Posted

I don't know reason why I failed to convert Nibble anims for SSE(using convertHKX, CKtool for ESP). Is there anyone convert it? :(

Posted
20 minutes ago, Kluze said:

I don't know reason why I failed to convert Nibble anims for SSE(using convertHKX, CKtool for ESP). Is there anyone convert it? :(

stop wasting time on the esp, the 44 form does nothing, the only thing you need to worry about is the hkx files and meshes.

Posted
52 minutes ago, Kluze said:

I don't know reason why I failed to convert Nibble anims for SSE(using convertHKX, CKtool for ESP). Is there anyone convert it? :(

Maybe you forgot running "GeneraterFnis for modders", it's different from normal animation hkx file which you need rebuilding.

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