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How was the animated nif in Sexlab Cumshot made?


pipdude

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Posted

Hello.

 

I asked the author. But, haven't heard back. So...

 

Does anyone know what the workflow is to create or modify an animated nif like the one used in Sexlab Cumshot?

 

There are plenty of tutorials about HKX animations. But, I can't find much explaining how to create the "STATIC" nif-based animations.

 

Any leads would be greatly appreciated!

Posted

Hello.

 

I asked the author. But, haven't heard back. So...

 

Does anyone know what the workflow is to create or modify an animated nif like the one used in Sexlab Cumshot?

 

There are plenty of tutorials about HKX animations. But, I can't find much explaining how to create the "STATIC" nif-based animations.

 

Any leads would be greatly appreciated!

Look up the Angeli mods, they are full of animated static items. The author has been here but is not active here (language issues probably).

 

http://www.loverslab.com/user/902627-angeli/

 

One mod posted here (others are on Asian sites) http://www.loverslab.com/topic/50729-angeli-rubber-weapons-and-armors/

Posted

 

Look up the Angeli mods, they are full of animated static items. The author has been here but is not active here (language issues probably).

 

http://www.loverslab.com/user/902627-angeli/

 

One mod posted here (others are on Asian sites) http://www.loverslab.com/topic/50729-angeli-rubber-weapons-and-armors/

 

 

Thank you. As far as I can tell, unlike scripting, having the mods doesn't help much in understanding how the nifs were made.

 

That's the odd thing. There are a number of mods with custom animated nifs. So, the process can't be that obscure. I just can't seem to find anywhere that it's clearly documented. There are a few links with some details. But, too incomplete for me to iron out.

 

I'll reach out to that author to see if they are around.

Posted

 

Look up the Angeli mods, they are full of animated static items. The author has been here but is not active here (language issues probably).

 

http://www.loverslab.com/user/902627-angeli/

 

One mod posted here (others are on Asian sites) http://www.loverslab.com/topic/50729-angeli-rubber-weapons-and-armors/

 

Thank you. As far as I can tell, unlike scripting, having the mods doesn't help much in understanding how the nifs were made.

 

That's the odd thing. There are a number of mods with custom animated nifs. So, the process can't be that obscure. I just can't seem to find anywhere that it's clearly documented. There are a few links with some details. But, too incomplete for me to iron out.

 

I'll reach out to that author to see if they are around.

 

Have you opened the nif files in Nifscope? They are animated there too. There are parameters showing in Nifscope about the animations you could try playing with.

Posted

The NIF includes an animated KF inside. It is linked to an anim event.

(It is inside the NiTriStrips->NiTransformController.)

 

Posted

 

 

Look up the Angeli mods, they are full of animated static items. The author has been here but is not active here (language issues probably).

 

http://www.loverslab.com/user/902627-angeli/

 

One mod posted here (others are on Asian sites) http://www.loverslab.com/topic/50729-angeli-rubber-weapons-and-armors/

 

Thank you. As far as I can tell, unlike scripting, having the mods doesn't help much in understanding how the nifs were made.

 

That's the odd thing. There are a number of mods with custom animated nifs. So, the process can't be that obscure. I just can't seem to find anywhere that it's clearly documented. There are a few links with some details. But, too incomplete for me to iron out.

 

I'll reach out to that author to see if they are around.

 

Have you opened the nif files in Nifscope? They are animated there too. There are parameters showing in Nifscope about the animations you could try playing with.

 

 

I did. In fact, I was able to import one into 3DS, modify it and then export the new nif and it still animated in Nifskope. But, once loaded in-game it didn't run the animation. I compared the original and the exported version in Nifskope and they are definitely different. The various nodes are in a different structure. I tried variations of export settings in 3DS and got it a little closer. But, still didn't work.

 

I might be able to get there with a lot of trial and error. But, it would really help to learn at least the high level basics. For instance, is it even possible to edit in 3DS and export an animated nif that will work in game? Or, is that just wasting time to try?

 

The NIF includes an animated KF inside. It is linked to an anim event.

(It is inside the NiTriStrips->NiTransformController.)

 

Thank you. I'm pretty lost trying to understand the various nodes and what is needed for them to work in game. Can a KF be saved out of 3DS and then imported into a NIF? Or, would 3DS have to do some additional wrapping process to have a file to start from?

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