denchhizhiida Posted October 1, 2016 Posted October 1, 2016 Has anyone seen this: How'd he do that? Granted, he's no animator, he's a scriptor, but without F4SE ? More of a concept mod, I guess.. KInda: As I said a few pages ago, in this thread, the animation is not important. It is more important to build a framework with functions on the basis of which the others will create other mods. And the animation at the initial stage can be replaced by dialogues (I mean text messages at corner of screen like to oldscool RPG). By example, maked dialog addon, which would be subsequently replaced by a similar addon with animations. Although, frankly, in my humble opinion, everyone has seen enough in animation in Skyrim, and it's no longer interesting. А я говорил несколько страниц назад, в этом треде, что анимации не важны. Важно построить фреймворк с функциями, на основе которого остальные будут создавать другие моды. А анимации на начальном этапе можно заменить диалогами. Оформить диалоги в модуль, который впоследствии заменить аналогичным модулем с анимациями. Хотя, честно говоря, по моему скромному мнению, все уже насмотрелись на анимации в скайриме и это уже не интересно.
DexesTTP Posted October 1, 2016 Posted October 1, 2016 Remember JoshNZ? From Skyrim AP . F4 animated prostitution - Alfa at Fallout 4 Nexus - Mods and community How'd he do that? Granted, he's no animator, he's a scriptor, but without F4SE ? More of a concept mod, I guess.. KInda He actually did that in this very forum : http://www.loverslab.com/topic/55609-hkxpackhkxanim-animations-in-fo4/page-13?do=findComment&comment=1579068 As said above, the point of SexTec isn't to be the first sex framework on the market. It is to be the best one on the market. This is why the framework takes so long to get out and why the authors are waiting on F4SE to go forward. Some functionalities that aren't strictly necessary to make a sex mod but that would be huge for the framework require a more advanced control on the game, and so require a F4SE plugin.
Claysson2 Posted October 2, 2016 Posted October 2, 2016 Remember JoshNZ? From Skyrim AP . F4 animated prostitution - Alfa at Fallout 4 Nexus - Mods and community How'd he do that? Granted, he's no animator, he's a scriptor, but without F4SE ? More of a concept mod, I guess.. KInda He actually did that in this very forum : http://www.loverslab.com/topic/55609-hkxpackhkxanim-animations-in-fo4/page-13?do=findComment&comment=1579068 As said above, the point of SexTec isn't to be the first sex framework on the market. It is to be the best one on the market. This is why the framework takes so long to get out and why the authors are waiting on F4SE to go forward. Some functionalities that aren't strictly necessary to make a sex mod but that would be huge for the framework require a more advanced control on the game, and so require a F4SE plugin. Understood......... Fallout 4 updated as did F4SE, 1.7.19 & 2.6, just maybe something useful will follow.
FuckForceSignUp Posted October 2, 2016 Posted October 2, 2016 Final question, will it include having sex with Assaultron, deathclaws and super mutants? There are busty female mods for them.
sgfhk321 Posted October 2, 2016 Posted October 2, 2016 Has anyone seen this: How'd he do that? Granted, he's no animator, he's a scriptor, but without F4SE ? More of a concept mod, I guess.. KInda: As I said a few pages ago, in this thread, the animation is not important. It is more important to build a framework with functions on the basis of which the others will create other mods. And the animation at the initial stage can be replaced by dialogues (I mean text messages at corner of screen like to oldscool RPG). By example, maked dialog addon, which would be subsequently replaced by a similar addon with animations. Although, frankly, in my humble opinion, everyone has seen enough in animation in Skyrim, and it's no longer interesting. А я говорил несколько страниц назад, в этом треде, что анимации не важны. Важно построить фреймворк с функциями, на основе которого остальные будут создавать другие моды. А анимации на начальном этапе можно заменить диалогами. Оформить диалоги в модуль, который впоследствии заменить аналогичным модулем с анимациями. Хотя, честно говоря, по моему скромному мнению, все уже насмотрелись на анимации в скайриме и это уже не интересно. I know it's not for me to ask this of the modders but it would be great if SexTec will become something like OSEX. I will be most disappointed if SexTec becomes merely SexLab for Fallout 4.
Guest Posted October 2, 2016 Posted October 2, 2016 I know it's not for me to ask this of the modders but it would be great if SexTec will become something like OSEX. I will be most disappointed if SexTec becomes merely SexLab for Fallout 4. Then ask @CEO 0S to build his own version.
Teddar Posted October 2, 2016 Posted October 2, 2016 I do like OSEX but id be just as happy with a mod which just plays the animations. Im too lazy to spend much time controlling the action.
sgfhk321 Posted October 4, 2016 Posted October 4, 2016 I know it's not for me to ask this of the modders but it would be great if SexTec will become something like OSEX. I will be most disappointed if SexTec becomes merely SexLab for Fallout 4. Then ask @CEO 0S to build his own version. Well I will ask in 2019. I know how long these things take and I have no right to make demands.
D_ManXX2 Posted October 6, 2016 Posted October 6, 2016 I know it's not for me to ask this of the modders but it would be great if SexTec will become something like OSEX. I will be most disappointed if SexTec becomes merely SexLab for Fallout 4. Then ask @CEO 0S to build his own version. From what i read CEO already explained there will be no fallou 4 version. Fallout 4 games is not really appealing he is more for fantasy game like skyrim etc..
Penfold187 Posted October 6, 2016 Posted October 6, 2016 While CEO has little desire to create a FO4 version of OSEX, they may (if someone asks VERY nicely!) be amenable to someone or somegroup else to taking up the challenge and bring this to the Fallout 'verse. But we cannot and should not expect CEO to put so much work, into something their heart is not in.
Goubo Posted October 7, 2016 Posted October 7, 2016 A suggestion, I'm guessing it has already been said but just in case: Adding transition stages animations to be played after each stage could make the animations much more smooth: Stage 1 -> Transition stage 1 to 2 -> Stage 2 -> Transition stage 2 to 3 -> Stage 3, you get the idea. Similar to what we can see in OSEX the animations would be really smooth because they would no longer jump from a stage to another and everyone would be happy. You could make it so the transitions stages are optional for animators to continue making simple animations if they want to or if the animation simply dosen't need a transition between 2 stages (if the next stage if just the animation gaining in speed and/or if the actors don't move that much for example).
Guest Posted October 7, 2016 Posted October 7, 2016 A suggestion, I'm guessing it has already been said but just in case: Adding transition stages animations to be played after each stage could make the animations much more smooth: Stage 1 -> Transition stage 1 to 2 -> Stage 2 -> Transition stage 2 to 3 -> Stage 3, you get the idea. Similar to what we can see in OSEX the animations would be really smooth because they would no longer jump from a stage to another and everyone would be happy. You could make it so the transitions stages are optional for animators to continue making simple animations if they want to or if the animation simply dosen't need a transition between 2 stages (if the next stage if just the animation gaining in speed and/or if the actors don't move that much for example). Something like that was already discussed with DexesTTP and ShadeAnimator. Because the idea was to implement non-linear stages and give to each stage a "position" (meaning a general ragdoll position for the actor), then the implementation of simple transitional stages, relying on Havok smooth node shifting will make it possible with little effort from animators.
D_ManXX2 Posted October 7, 2016 Posted October 7, 2016 A suggestion, I'm guessing it has already been said but just in case: Adding transition stages animations to be played after each stage could make the animations much more smooth: Stage 1 -> Transition stage 1 to 2 -> Stage 2 -> Transition stage 2 to 3 -> Stage 3, you get the idea. Similar to what we can see in OSEX the animations would be really smooth because they would no longer jump from a stage to another and everyone would be happy. You could make it so the transitions stages are optional for animators to continue making simple animations if they want to or if the animation simply dosen't need a transition between 2 stages (if the next stage if just the animation gaining in speed and/or if the actors don't move that much for example). Something like that was already discussed with DexesTTP and ShadeAnimator. Because the idea was to implement non-linear stages and give to each stage a "position" (meaning a general ragdoll position for the actor), then the implementation of simple transitional stages, relying on Havok smooth node shifting will make it possible with little effort from animators. Wait a minute does this mean it does not have to be created by hand ?? Creating a transition is not easy as it look. begining and end has to be synchronized correctly or it will look kind of robotic.
Guest Posted October 7, 2016 Posted October 7, 2016 Wait a minute does this mean it does not have to be created by hand ?? Creating a transition is not easy as it look. begining and end has to be synchronized correctly or it will look kind of robotic. Yes, they have to be created by hand. But not for each possible starting and ending animation, just for the starting and ending ragdoll positions. For example, does not matter too much the exact position of an hand. Only the generic position matters.
pipdude Posted October 7, 2016 Posted October 7, 2016 While CEO has little desire to create a FO4 version of OSEX, they may (if someone asks VERY nicely!) be amenable to someone or somegroup else to taking up the challenge and bring this to the Fallout 'verse. But we cannot and should not expect CEO to put so much work, into something their heart is not in. A project like that is in the same boat as SexTec. It needs functionality from F4SE. 0Sex in particular needs the UI Script to allow a way for Flash to talk to Papyrus. Very basic versions of either mod are technically possible now. But, it would be better from a dev perspective to put it all together when all of the parts are truly ready. Otherwise, it would take additional re-working of code. Devs don't like to code the same things multiple times. Also, the asset side of things doesn't really seem to be ready either. I haven't followed too closely lately. So, I may be behind. But, I don't think we have an SOS equivalent male replacement yet.
Leito86 Posted October 7, 2016 Posted October 7, 2016 Wait a minute does this mean it does not have to be created by hand ?? Creating a transition is not easy as it look. begining and end has to be synchronized correctly or it will look kind of robotic. Yes, they have to be created by hand. But not for each possible starting and ending animation, just for the starting and ending ragdoll positions. For example, does not matter too much the exact position of an hand. Only the generic position matters. Should probably start making some guidelines on how to make animations for Sextech. I imagine it'll be a good idea to have female actors always face one way and male actors the other if there's going to be a system like what was mentioned...
Guest Posted October 7, 2016 Posted October 7, 2016 Should probably start making some guidelines on how to make animations for Sextech. I imagine it'll be a good idea to have female actors always face one way and male actors the other if there's going to be a system like what was mentioned... Yes, also this was discussed. IN ShadeAnim's thread there is something about "snapping points". That are some specific X,Y locations with Z orientation where the actors will start. With a set of at least 2 sets of snapshot point, one face to face and another face to back. And a total of 8 snapping points to support up to 8 actors together.
Leito86 Posted October 8, 2016 Posted October 8, 2016 Should probably start making some guidelines on how to make animations for Sextech. I imagine it'll be a good idea to have female actors always face one way and male actors the other if there's going to be a system like what was mentioned... Yes, also this was discussed. IN ShadeAnim's thread there is something about "snapping points". That are some specific X,Y locations with Z orientation where the actors will start. With a set of at least 2 sets of snapshot point, one face to face and another face to back. And a total of 8 snapping points to support up to 8 actors together. I'll need some convincing. I don't see how this will work given the wide variety of poses that's possible.
Guest Posted October 8, 2016 Posted October 8, 2016 I'll need some convincing. I don't see how this will work given the wide variety of poses that's possible. I will start writing the doc tomorrow. In a week it should be OK. Of course I can share the work in progress to everybody that wants (technically it will be on GitHub.)
Deep Player Posted October 8, 2016 Posted October 8, 2016 I'll need some convincing. I don't see how this will work given the wide variety of poses that's possible. I will start writing the doc tomorrow. In a week it should be OK. Of course I can share the work in progress to everybody that wants (technically it will be on GitHub.)
Guest Posted October 8, 2016 Posted October 8, 2016 Just to show that I am not lying, here the very first work on the spec. It is just a couple of pages. I started about 2 hours ago. SexTec Animation specification 20160808 V0.0.docx
Leito86 Posted October 8, 2016 Posted October 8, 2016 Just to show that I am not lying, here the very first work on the spec. It is just a couple of pages. I started about 2 hours ago. SexTec Animation specification 20160808 V0.0.docx Interesting read. Not completely sold on everything (not that it matters b/c it's not my mod ). However, you'd like some animations to test out these ideas, I can help. Things like position set are going to need to be ironed out. I just finished re-rigging ShadeAnimator's character rig and I'm able to create animations for FO4. All that's left is a mod to put them in...
Goubo Posted October 8, 2016 Posted October 8, 2016 Just to show that I am not lying, here the very first work on the spec. It is just a couple of pages. I started about 2 hours ago. SexTec Animation specification 20160808 V0.0.docx Hm looking good, I'm eager to see how the transition system turns out, transitions would make Sextec x10 better than Sexlab imo and it's better for it to be in the first release so animators can make proper adapted animations for it And great about tags, this really need to be improved and be better organized. Im very ok with you updating your doc to let us know what you're up to, that's enough for me.
Leito86 Posted October 8, 2016 Posted October 8, 2016 Just to show that I am not lying, here the very first work on the spec. It is just a couple of pages. I started about 2 hours ago. SexTec Animation specification 20160808 V0.0.docx Hm looking good, I'm eager to see how the transition system turns out, transitions would make Sextec x10 better than Sexlab imo and it's better for it to be in the first release so animators can make proper adapted animations for it And great about tags, this really need to be improved and be better organized. Im very ok with you updating your doc to let us know what you're up to, that's enough for me. I hope you guys are aware of how much more work it's going to be to add hand animated transitions. Every stage will have to have custom transitions for every other potential stage. Let's say I have 10 performances consisting of 5 stages each making a total of 50 stages. Each of those stages have to be able to transition into each other totaling 2500 transition animations (2550 animations in all). Let's add 1 more performance. It's going to be 3600 transition animations (3660 animations in all). Multiply that number by how many participants are in the performance. Yezzus! AND you have to ask every animator to make transitions into another animator's animation... There is of course ways to minimize the count such as only limiting certain stages to...a certain stage in the performance, but it's still going to be quite a lot. It's going to be a choice between artistic liberties (pickers can't be choosers) and unique performances or transitions. I'm interested to see how well havok can handle the transitions though. It might be the saving grace. Note: It's possible my math is wrong but still, it's going to be a lot of work.
Guest Posted October 8, 2016 Posted October 8, 2016 I hope you guys are aware of how much more work it's going to be to add hand animated transitions. Every stage will have to have custom transitions for every other potential stage. Let's say I have 10 performances consisting of 5 stages each making a total of 50 stages. Each of those stages have to be able to transition into each other totaling 2500 transition animations (2550 animations in all). Let's add 1 more performance. It's going to be 3600 transition animations (3660 animations in all). Multiply that number by how many participants are in the performance. Yezzus! AND you have to ask every animator to make transitions into another animator's animation... There is of course ways to minimize the count such as only limiting certain stages to...a certain stage in the performance, but it's still going to be quite a lot. It's going to be a choice between artistic liberties (pickers can't be choosers) and unique performances or transitions. I'm interested to see how well havok can handle the transitions though. It might be the saving grace. It is the work handled by the Ragdoll positions. You are NOT going to write a transition anim for each possible stage (aka anim) to any other. Just not possible. But a stage can conform to a ragdoll position (more or less a static pose), and the only transitions needed are the ones moving from one ragdoll postion to another. Way less because there will not be hundred of ragdoll positions. And stages that are using the same ragdoll positions can be put in sequence without requiring a transition.
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