alqp Posted August 9, 2016 Posted August 9, 2016 Is it possible to have animations auto scale, using the actors genitalia position roughly based on their position in reference to their location on the body. I don't know what reference point Skyrim uses to determine a characters position (Center of Model, Head, Feet), but based on that, wouldnt it be possible to write a program that scales animations based on the positiom of genetalia. The penis position can be determined given the difference in position relative to the general point of reference for character position (which you could add a variable that scales it with size of the character), and then find the tip based on the SoS variables of size and then angle? For instance: Let x,y, and z denote position in a 3 dimensional space. Let A(x,y,z) denote the actor's position. Let a,b, and c denote difference in position of genatalia for generic height: Â G(x,y,z)=A(x+a,y+b,z+c) Â You would do this for each actor, with an additional equation for penises based on their length and angle to determine the location of the tip and then match those locations to position the actors for the animation. Â Again, I have no clue if that is even a possibility, but based on my experience with general coding languages I would think so. If I knew how to, I would try myself, but I don't, so I am asking those that would. Â Thanks in advance! Â tl;dr: Title
WaxenFigure Posted August 9, 2016 Posted August 9, 2016 It's a lot more complicated than that. It's been considered but the variety of positions and possibilities for sexual actions pretty much throws out the not so simple fix you have suggested.
alqp Posted August 9, 2016 Author Posted August 9, 2016 It's a lot more complicated than that. It's been considered but the variety of positions and possibilities for sexual actions pretty much throws out the not so simple fix you have suggested. Out of curiosity, how is position determined in animations? I assume part of the complication is that animations individually handle positioning and therefore it would have to either be changed for each animation, or overrided somehow.
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