anubis Posted May 22, 2016 Posted May 22, 2016 Don't suppose you could help me with animation technical Leito. Wondering how to make perfectly smooth transitions loop animation, i.e your stage 4 female reverse cowgirl that loop perfectly without pause at reaching the end frame. I'm using blender and i think most method is adding 1 frame at the end that same as 1st but not included on exported, which never really work for me. Want to know your way around it. Thanks
Shubal Posted May 22, 2016 Posted May 22, 2016 Hi Leito, I've come to tell you I have used one of your animations in a mod on Nexus. I used "sensual dance" in a mod I called SensualCicero. Here is the link............. http://www.nexusmods.com/skyrim/mods/75766/? I've given all creative credit to you. Thank you for your labors and generosity! That's really great! Finally someone put this cool animation into the mod. Thank you very much! p.s. I still wait and hope that some kind person will create a mod using Leito's female teasing and aroused animations. Hope dies last... The male and female aroused poses are in Sexlab Aroused redux. Hi Leito, I've come to tell you I have used one of your animations in a mod on Nexus. I used "sensual dance" in a mod I called SensualCicero. Here is the link............. http://www.nexusmods.com/skyrim/mods/75766/? I've given all creative credit to you. Thank you for your labors and generosity! Very cool! Thank you!
Leito86 Posted May 22, 2016 Author Posted May 22, 2016 Don't suppose you could help me with animation technical Leito. Wondering how to make perfectly smooth transitions loop animation, i.e your stage 4 female reverse cowgirl that loop perfectly without pause at reaching the end frame. I'm using blender and i think most method is adding 1 frame at the end that same as 1st but not included on exported, which never really work for me. Want to know your way around it. Thanks I don't know how blender does it but if I made an animation where the first frame and last frame are the same, I export however long the animation is minus 1 frame (because you don't want the first frame to play twice).
Danlorn Posted May 23, 2016 Posted May 23, 2016 The male and female aroused poses are in Sexlab Aroused redux. Really?? I didn't know about! God, what a slowpoke I am... Man, I want to bro hug you \(T_T)/ Seriously, thank you for the information.
anubis Posted May 23, 2016 Posted May 23, 2016 Don't suppose you could help me with animation technical Leito. Wondering how to make perfectly smooth transitions loop animation, i.e your stage 4 female reverse cowgirl that loop perfectly without pause at reaching the end frame. I'm using blender and i think most method is adding 1 frame at the end that same as 1st but not included on exported, which never really work for me. Want to know your way around it. Thanks I don't know how blender does it but if I made an animation where the first frame and last frame are the same, I export however long the animation is minus 1 frame (because you don't want the first frame to play twice). Exactly what i did but still having that pause thing, something to do with how blender export i think. Guess i need to use 3D max after all. Thanks for the help.
Darkening Demise Posted May 24, 2016 Posted May 24, 2016 Why are your animations 'resetting' when switching/selecting them? The actors will spin and go back to standing next to each other before quickly going back down to doing the animations. Its weird.
D_ManXX2 Posted May 24, 2016 Posted May 24, 2016 Don't suppose you could help me with animation technical Leito. Wondering how to make perfectly smooth transitions loop animation, i.e your stage 4 female reverse cowgirl that loop perfectly without pause at reaching the end frame. I'm using blender and i think most method is adding 1 frame at the end that same as 1st but not included on exported, which never really work for me. Want to know your way around it. Thanks I don't know how blender does it but if I made an animation where the first frame and last frame are the same, I export however long the animation is minus 1 frame (because you don't want the first frame to play twice). Exactly what i did but still having that pause thing, something to do with how blender export i think. Guess i need to use 3D max after all. Thanks for the help. how are you currently animating ?? do you use the other screens like ipo curve, action editor or NLA ?? if not i currently just use action editor, with that you can just hit b button select all frames and then hit shift d and loop the first frame to the last frame after that i just use NLA to make the animation faster or slower if needed.
Tefajo Posted May 27, 2016 Posted May 27, 2016 I do not know if anyone else mentioned this (might not be animation related but framework related) but sometimes your "bed" animations triggers while you are already in a bed. So basically a bed spawns on top of the bed When its a noble bed sometimes its barely noticeable (since its the same furniture) but when you are on a single bed / bedroll its kind of weird Any way to work around this?
Shubal Posted May 27, 2016 Posted May 27, 2016 Hi Leito, SensualCicero was Hotfiled, thanks to your work!
Ixum Posted May 27, 2016 Posted May 27, 2016 I saw like updated, 23 of may. got hopes up. was crushed No but rly, thanks for all ur work, will give soul for future previews
anubis Posted May 27, 2016 Posted May 27, 2016 how are you currently animating ?? do you use the other screens like ipo curve, action editor or NLA ?? if not i currently just use action editor, with that you can just hit b button select all frames and then hit shift d and loop the first frame to the last frame after that i just use NLA to make the animation faster or slower if needed. Yes, i can loop it how many times i want in the animations, though i prefer 2-3 times. But what i really meant is when the animation is looped in the game, always getting a split second pause. I think Blender/nif scripts somehow messes up the cylic interpolation on exporting it into kf.
Leito86 Posted May 27, 2016 Author Posted May 27, 2016 Why are your animations 'resetting' when switching/selecting them? The actors will spin and go back to standing next to each other before quickly going back down to doing the animations. Its weird. I assume that's how it always is. I do not know if anyone else mentioned this (might not be animation related but framework related) but sometimes your "bed" animations triggers while you are already in a bed. So basically a bed spawns on top of the bed When its a noble bed sometimes its barely noticeable (since its the same furniture) but when you are on a single bed / bedroll its kind of weird Any way to work around this? Unfortunately no. Furniture isn't really supported in SL. Hi Leito, SensualCicero was Hotfiled, thanks to your work! That's awesome! I saw like updated, 23 of may. got hopes up. was crushed No but rly, thanks for all ur work, will give soul for future previews Yeah, sorry. I haven't been working new animations as of late.
happy_polla Posted May 28, 2016 Posted May 28, 2016 Hello Leito ! Im walking a few days in chinese's site and i see the walking animation so sexy for skyrim. What do you thing? Maybe, Create for exclusive loverslab member . This is just mobile webgame may be we don;t worry about permission. Sorry for my bad english
D_ManXX2 Posted May 28, 2016 Posted May 28, 2016 how are you currently animating ?? do you use the other screens like ipo curve, action editor or NLA ?? if not i currently just use action editor, with that you can just hit b button select all frames and then hit shift d and loop the first frame to the last frame after that i just use NLA to make the animation faster or slower if needed. Yes, i can loop it how many times i want in the animations, though i prefer 2-3 times. But what i really meant is when the animation is looped in the game, always getting a split second pause. I think Blender/nif scripts somehow messes up the cylic interpolation on exporting it into kf. The split second is because the first and last frame are the same let's say you make an animation the first frame is starts at 0 frame and the last is 21 frame you need to check the txt editor and make sure cyclic ends at 20 and not 21 even if 21 is created.this will make sure that when it reaches 20 goes back to 0 and starts over and then you should not see the split second loop. Also what you can do is make sure the animation is 0 to 20 in your time line so once you bake the animation before exporting it should have the correctl time line and not the time line the split second loop.
Subject2Host Posted May 29, 2016 Posted May 29, 2016 Hey Leito. Do you have any plans for more horse animations?
Leito86 Posted May 29, 2016 Author Posted May 29, 2016 Hey Leito. Do you have any plans for more horse animations? Probably not. I tried playing with it and don't like the results.
Subject2Host Posted May 30, 2016 Posted May 30, 2016 Hey Leito. Do you have any plans for more horse animations? Probably not. I tried playing with it and don't like the results. Aw. Oh well. What plans do you have?
GamerLat Posted May 30, 2016 Posted May 30, 2016 Hi Leito, it is possible to have a version of SLAL - Animations which do NOT require More Nasty Critters Mod? Thanks for your great Job
Leito86 Posted May 30, 2016 Author Posted May 30, 2016 Hi Leito, it is possible to have a version of SLAL - Animations which do NOT require More Nasty Critters Mod? Thanks for your great Job More Nasty Critters is a soft requirement. The pack will work fine if you don't have it installed although creature animations may not work properly.
anony_mouse Posted June 1, 2016 Posted June 1, 2016 I don't know if you plan on adjusting the newly updated animations any more but if so I have a small suggestion for the Cowgirl 1... in the final two stages, I think it would be better of the female looked down at the male's face instead of looking forward, this would make the animation a lot better in first person view IMO. Also, there's a possible bug with the Aggressive Blowjob and Bound Blowjob animations that I've noticed for a long time... I'm not sure if this is a problem with the animations or with SexLab, but with these animations when changing to the final stage it partially acts like the scene is finished for a moment - the female actor reequips various stripped items (usually the weapon, but sometimes the entire outfit) and tries to revert to an idle animation. Generally this means standing up for a moment and then being forced back into the animation, but if the female actor was tied up with Defeat or similar prior to the animation, then she will revert to her bound position - while the animation is still supposedly in the final stage. This doesn't happen with any of the vaginal/anal animations I've tried under the same circumstances. The easiest way to test this is to tie up with Defeat and then rape without untying. Hopefully it's something that can be fixed by just patching the original animations with your new pack...
razzor69 Posted June 2, 2016 Posted June 2, 2016 Maybe werewolf animation to be consider, its been along time no one touch werewolf
asianboy345 Posted June 2, 2016 Posted June 2, 2016 Are the draugr and falmers using the same skeleton framework? I asked because I think we're currently lacking in some good falmer anims and your draugrs ones are quite exceptional in quality. So if it is the case that they use similar skeleton structures, maybe a conversion of your draugrs animations to also works with falmers? Just a thought
Leito86 Posted June 2, 2016 Author Posted June 2, 2016 I don't know if you plan on adjusting the newly updated animations any more but if so I have a small suggestion for the Cowgirl 1... in the final two stages, I think it would be better of the female looked down at the male's face instead of looking forward, this would make the animation a lot better in first person view IMO. I'll consider changing it. Maybe werewolf animation to be consider, its been along time no one touch werewolf It won't be anytime soon if ever. I have a number of other creatures I'd like to do first. Are the draugr and falmers using the same skeleton framework? I asked because I think we're currently lacking in some good falmer anims and your draugrs ones are quite exceptional in quality. So if it is the case that they use similar skeleton structures, maybe a conversion of your draugrs animations to also works with falmers? Just a thought No, they use different skeletons.
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