AsariX Posted August 19, 2016 Posted August 19, 2016 Has anyone thought, inspired or felt any need to at least start a "seducing women (people)" type of mod? For now you could replace the animations with blackout voice overs until real animations are available. Is that even possible or just a giant pain in the arse? (Not the pain in the arse one would enjoy--If that's your thing.) It's been mentioned but I don't think anyone's taken it up...although you can . Ideas are cheap, time isn't. If you really want it, you'll likely have to do it yourself (from experience). Not to mention the headache issue of about every mod creator: the Nuka World DLC may or may not break the entire mod. And the fix might be simple, but it might as well require a complete overhaul. So until Beth ditches Fallout from the DLC/patch list, several modders just won't bother.
tydygunn Posted August 20, 2016 Posted August 20, 2016 like i keep telling people: the real mods won't even really be started on until bethesda stops patching the game because the real mods need F4SE functionality that most likely won't be ready until the patching stops each patch breaks F4SE and they have to waste time to update it to the new patch when they could be using that time to add features NOTE: by "real mods" i mean mods that modify the game in a major way and help define how players play the game. sextec and mods that require it will be a real mods Agreed! There were always great mods for Skyrim, but once Bethesda stopped putting out content/updates the scene was finally able to truly blow up since they knew whatever work they did wouldn't be invalidated by an official update.
Karle94 Posted August 20, 2016 Posted August 20, 2016 Has anyone thought, inspired or felt any need to at least start a "seducing women (people)" type of mod? For now you could replace the animations with blackout voice overs until real animations are available. Is that even possible or just a giant pain in the arse? (Not the pain in the arse one would enjoy--If that's your thing.) Isn't that basically what happens when you sleep with your romance partner(s)? With the exception of the sounds.
Frel Posted August 20, 2016 Posted August 20, 2016 Has anyone thought, inspired or felt any need to at least start a "seducing women (people)" type of mod? For now you could replace the animations with blackout voice overs until real animations are available. Is that even possible or just a giant pain in the arse? (Not the pain in the arse one would enjoy--If that's your thing.) Isn't that basically what happens when you sleep with your romance partner(s)? With the exception of the sounds. true enough that being said it is nowhere close to say "skyrim amorous adventures" in term of immersion. But well such mods take time to build: they require good writing, quest additions, ... and even in skyrim (which dialog system was more open to such mods) to have anything good we had to wait a looong time
ParagonBadger Posted August 20, 2016 Posted August 20, 2016 Well, as I said before. Consider me available if anyone needs some writing done. It isn't much, but it's what I can offer aside from picking up coding in my spare time.Oh, and I can also draw but I imagine that would only be useful for icons and the like. I guess it would be fun drawing Vault Girls and Vault Boys.
blueballbob Posted August 20, 2016 Posted August 20, 2016 I suppose the point is... given Fallout 4's shortcomings, I am very excited to see modders' work to salvage it. That includes Sextec, since I think the setting is ripe for that kind of material. I shouldn't even be responding to this, but... Fallout 4 has no shortcomings that I am aware of that prevent people from enjoying it. Understand that your dislike is only YOUR opinion. Many/most others do not share it. Sextec will be a long time in coming, so have patience. There is no stable creation kit (its still beta). There is no stable F4SE. There is nothing to replace SkyUI. Hell, there isn't even a stable game engine as they seem to update it every month or so. I would be hugely surprised to see a SexTech beta by Christmas. Watching the animations thread which stopped around the 14th. So is there now a way to add animations into FO4 or is it still way to wonky to work?
tazdotnet Posted August 20, 2016 Posted August 20, 2016 adding animations isn't the problem as long as it's just adding a few already known animations but creating the animations and getting them converted to something the game can use is still a WIP - you'll have to ask CPU for anymore technical details about how they plan for sextec to do things with animations as i am not a part of the project nobody gets paid here so be patient and let the animators take their time, they have lives too
Guest Posted August 20, 2016 Posted August 20, 2016 "Some technical details". You can create animations now. A full rig is available for humans. Import/Export works just fine with 3DS. You can add the animations to a esp, by listing the AnimEvents that have to be associated. But this will require a mod for each set of animations. We are trying to solve this problem. (And we need a stable F4SE to do it, as F4SE plugin.)
DexesTTP Posted August 20, 2016 Posted August 20, 2016 Hmm... Is adding a .esp file for each animation set such a big deal ? I mean, I understand the mod limit thing and all, but there was ways in Skyrim to "merge" mods when that became a problem and I guess there should be a way to replicate that in FO4 later. What I mean to ask is, what are the advantages of implementing such a non-trivial thing to handle animations - excepted for the "no esp required" ?
Guest Posted August 20, 2016 Posted August 20, 2016 Making easier to add new anims? FNIS had a big advantage: it was adding the animevents (in the behaviors), the game engine creates the behavior on the fly (at game load time) by adding all anim events of all esps. But what will you do in case of conflicts? (Nobody knows) How to know what are the actual anim events? And for which position? No way. So, the idea is to create a "light" FNIS mechanism that by reading a file (one or more) with the actual anim.hkx file names, and an associated animevent name, can call the behavior management of the game. So no esp required to add new anims.
ShadeAnimator Posted August 21, 2016 Posted August 21, 2016 I can also add, that while the animation rig is only pre-made for human characters right now, it is possible to animate any other creature in F4, using tools and instructions from F4AK. Getting any F4 skeleton from game into max and creating rig.txt file for export takes just a few minutes. Making animation rig using CAT and Rig Connector script from F4AK will take another hour or less. I did a test with Deathclaw, worked flawlessly. So basically yeah, the animation thread stopped (or paused) because there is not much else to do, until we can actually start adding animations into the game. And that's up to coders and scripters now. There are a few more themes like custom physics and custom skeletons, but I am a bit too busy at the moment to research those things. I am personally waiting for advancements in SexTec.
NuttySquabble Posted August 22, 2016 Posted August 22, 2016 Good to hear about the animations situation. I think there was a problem with having synchronized anims for 2+ actors. I wonder, has it been resolved too or still needs F4SE/FNIS/other stuff?
SlyCoopersButt Posted August 22, 2016 Posted August 22, 2016 I was just wondering, how long does it take to animate each individual animation?
ShadeAnimator Posted August 22, 2016 Posted August 22, 2016 Good to hear about the animations situation. I think there was a problem with having synchronized anims for 2+ actors. I wonder, has it been resolved too or still needs F4SE/FNIS/other stuff? It's more up to CPU to answer. The short answer is: Yes, Animators can export required files, but there is no framework to get them into the game yet. I was just wondering, how long does it take to animate each individual animation? Highly depends on such variables as: animation length, complexity of motion, number of actions and skill of an animator. But talking about some sex-loop, doggy, missionary, any position, I'd say an experienced animator can make one animation in, let say, roughly about 3 hours. Place 2 characters in poses, move their hips back and forth, add some secondary movements to arms\legs\heads\spine, add some variation. Otherwise, it can take anything from 1 hour to a few days to create one animation.
Guest Posted August 23, 2016 Posted August 23, 2016 Good to hear about the animations situation. I think there was a problem with having synchronized anims for 2+ actors. I wonder, has it been resolved too or still needs F4SE/FNIS/other stuff? It's more up to CPU to answer. The short answer is: Yes, Animators can export required files, but there is no framework to get them into the game yet. "Synchronization" will happen like SexLab. Two separate and independent anims will be sent to the actor at about the same time. And the actors will be positioned in specific points (markers), and this should allow a good synchro. No way to use paired anims, in case you were asking this.
Kain82 Posted August 23, 2016 Posted August 23, 2016 Guys just wanted to say thank you for your hard work and dedication. Take your time and continue the great work.
Ernest Lemmingway Posted August 23, 2016 Posted August 23, 2016 Thanks to the Lovers Lab team for doing this. SexTec is the only thing that could bring me to play FO4 again after all the frustrations. It got me interested in Skyrim again so hopefully it will work with this game. Take your time, too. It may be a long, long time before Bethesda stops trying to deliberately break "fix" things. And they've only reinforced my belief in "quality, not quantity."
ShadeAnimator Posted August 23, 2016 Posted August 23, 2016 Good to hear about the animations situation. I think there was a problem with having synchronized anims for 2+ actors. I wonder, has it been resolved too or still needs F4SE/FNIS/other stuff? It's more up to CPU to answer. The short answer is: Yes, Animators can export required files, but there is no framework to get them into the game yet. "Synchronization" will happen like SexLab. Two separate and independent anims will be sent to the actor at about the same time. And the actors will be positioned in specific points (markers), and this should allow a good synchro. No way to use paired anims, in case you were asking this. To clarify a little bit, 'Paired' anims are, under the hood, just same regular animations (at least in F4), but with a few annotations. There is a 'leading' animation and a 'child' animation. Annotations are used to force start the animation on the child character, and to sync them in time. And to kill characters or damage them and play sounds as usual. Not sure how exactly they align characters though. But from what other animator found, I think they just use the same principle SexTec is going to use, additional markers. Another option would be to just align them to the same spot in world space. So from what I gathered, Vanilla paired animation technology, is nothing but a few scripts for syncing animations. And they are limited to only 2 character. So basically SexTec would be the same but for more than 2 characters Btw, CPU, I think we could think about using some annotations as well to better sync animations too. Maybe sounds as well. Annotations can help a lot actually.
Guest Posted August 23, 2016 Posted August 23, 2016 Btw, CPU, I think we could think about using some annotations as well to better sync animations too. Maybe sounds as well. Annotations can help a lot actually. If annotation will limit to just two characters (ans I think it is) then the answer will be no. Also because this will make impossible the single-character-animation swapping.
ShadeAnimator Posted August 23, 2016 Posted August 23, 2016 Btw, CPU, I think we could think about using some annotations as well to better sync animations too. Maybe sounds as well. Annotations can help a lot actually. If annotation will limit to just two characters (ans I think it is) then the answer will be no. Also because this will make impossible the single-character-animation swapping. No, not those particular annotations, just some custom annotations if they are available from code. For example to sync all those lewd sounds correctly to actions, as opposed to playing them randomly or trying to sync them to the tempo of the sex animation. I just can't come up with better usage examples for them, but I'm just suggesting to keep annotations in mind if something comes up. They're used a lot in gamedev, so why ignore it. Another example could be equipment of some additional tools, like strap ons. For example some animation could start with a character emoting that it's putting on a strap on, and then there is an annotation in the animation, which makes it visible at a certain frame of the animation. Undressing can also be done through annotations. From what I remember in sexlab, characters just snapped naked the same moment the sex-event started. With annotations we can offset it. For example two guys walk towards a girl, first they undress her, annotation in girl's animation defines when she should become naked. Then they undress themselves. Etc.
tydygunn Posted August 24, 2016 Posted August 24, 2016 Any need for additional programmer support? I don't have any experience modding Fallout/Skyrim, but I do work professionally as a C# programmer. I don't know C++, but could probably pick it up fairly easily.
NuttySquabble Posted August 24, 2016 Posted August 24, 2016 CPU and ShadeAnimator, thanks for the clarification. And for your hard work too!
AsariX Posted August 24, 2016 Posted August 24, 2016 I was just wondering, how long does it take to animate each individual animation? Highly depends on such variables as: animation length, complexity of motion, number of actions and skill of an animator. But talking about some sex-loop, doggy, missionary, any position, I'd say an experienced animator can make one animation in, let say, roughly about 3 hours. Place 2 characters in poses, move their hips back and forth, add some secondary movements to arms\legs\heads\spine, add some variation. Otherwise, it can take anything from 1 hour to a few days to create one animation. Just wondering.. Has anyone ever tried MOCAP for Skyrim animations? Would it even be possible? And if so, would that be usable in Fallout 4 as well? The reason I'm asking, is because MOCAP is quite a big thing with Second Life animators, and it's always possible some of them moved over to Skyrim or Fallout modding. (note: not all animators claiming to mocap actually used mocap though, there's plenty of frauds. And a male mocapping an animation intended for females? Let's just say,it's fairly recognizable :') )
ShadeAnimator Posted August 24, 2016 Posted August 24, 2016 I was just wondering, how long does it take to animate each individual animation? Highly depends on such variables as: animation length, complexity of motion, number of actions and skill of an animator. But talking about some sex-loop, doggy, missionary, any position, I'd say an experienced animator can make one animation in, let say, roughly about 3 hours. Place 2 characters in poses, move their hips back and forth, add some secondary movements to arms\legs\heads\spine, add some variation. Otherwise, it can take anything from 1 hour to a few days to create one animation. Just wondering.. Has anyone ever tried MOCAP for Skyrim animations? Would it even be possible? And if so, would that be usable in Fallout 4 as well? The reason I'm asking, is because MOCAP is quite a big thing with Second Life animators, and it's always possible some of them moved over to Skyrim or Fallout modding. (note: not all animators claiming to mocap actually used mocap though, there's plenty of frauds. And a male mocapping an animation intended for females? Let's just say,it's fairly recognizable :') ) Motion capture equipment is really expensive. The cheapest optical mocap system with 6-8 optitrack flex cameras and everything else would cost you about 6000-10000$ at least, not to mention that you'll also need a fairly big room to set it all up. And it is the cheapest possible setup for optical motion capture. And it will probably be of really really shitty quality, to the point that it's easier to animate by hand. I'm not even talking about Vicon or even OptiTrack's top cameras, and a decent setup with at least 12 cams, let's just say that even 500 000$ is not a limit. Then there are at least two other alternative to optical motion capture. It's motion-sensor (Xsens and Perception Neuron), and depth-sensor (kinect). XSens costs around 20-30 000$, as well. So this leaves Kinect - around 120$ for 1, for good mocap with iPi Soft you'd need 2 or 3 + subscription on iPi Soft, 1200$ a year. And Perception Neuron suit, which is 900-1500$ depending on the setup. Kinect could give a decent quality, but it's very hard to achieve, and you don't have realtime feedback while you're recording with iPi Soft, and it makes it really hard to guess required motions. You'll need to tweak a lot. Again, usually you'll make an animation with much better quality and faster if you make it manually, by hand. Now, Perception Neuron, It looks good. But still, sensor-based mocap suits don't really capture translations, only rotations of objects, and then they estimate position of your hips in world space with math. The quality looks good, and very usable, but still far from what optical motion capture can give you. Also efficiently editing motion capture required good hardware and expensive software like motionbuilder, and more technical knowledge actually, compared to just keyframing.
Halstrom Posted August 25, 2016 Posted August 25, 2016 Motion capture equipment is really expensive. The cheapest optical mocap system with 6-8 optitrack flex cameras and everything else would cost you about 6000-10000$ at least, not to mention that you'll also need a fairly big room to set it all up. And it is the cheapest possible setup for optical motion capture. And it will probably be of really really shitty quality, to the point that it's easier to animate by hand. I'm not even talking about Vicon or even OptiTrack's top cameras, and a decent setup with at least 12 cams, let's just say that even 500 000$ is not a limit. Then there are at least two other alternative to optical motion capture. It's motion-sensor (Xsens and Perception Neuron), and depth-sensor (kinect). XSens costs around 20-30 000$, as well. So this leaves Kinect - around 120$ for 1, for good mocap with iPi Soft you'd need 2 or 3 + subscription on iPi Soft, 1200$ a year. And Perception Neuron suit, which is 900-1500$ depending on the setup. Kinect could give a decent quality, but it's very hard to achieve, and you don't have realtime feedback while you're recording with iPi Soft, and it makes it really hard to guess required motions. You'll need to tweak a lot. Again, usually you'll make an animation with much better quality and faster if you make it manually, by hand. Now, Perception Neuron, It looks good. But still, sensor-based mocap suits don't really capture translations, only rotations of objects, and then they estimate position of your hips in world space with math. The quality looks good, and very usable, but still far from what optical motion capture can give you. Also efficiently editing motion capture required good hardware and expensive software like motionbuilder, and more technical knowledge actually, compared to just keyframing. Yep and all that's before you fork out to pay a cheap pornstar babe who is going to ask "You want me to do what with a rubber Mirelurk? Wait, what's a Mirelurk?"
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