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Posted

 

 

receipes makes sense - I think I will do that.

Reverse wheel - for this I have to edit meshes otherwise the victims head would stick in the ground - I don't have the tool and the knowledge. I can only change some coordinates in NIF files...

 

Now after a gallows is available my biggest hope is that any animator would create a lying X-Pose -  I would like to use this to create a bed furniture where the actor gets locked in chains in a spread eagle position.

 

There is a spread eagle idle, though it doesn't have a struggle animation. I'll have to look up exactly where it comes from in my mod.

 

edit: found it, it's called ZapBedTied

 

 

Just saw this, can you give examples of the pose Zaira? I'm a bit confused as I could swear there is already a spread eagled lying pose in the zaz animation pack? 

Something like this? Static? Struggling?:

 

5d5c8f32a2.jpg

 

 

 

Yes. There is already such a pose. I need to adapt the chained cuffs AnimationObject so it can be used with this pose.

 

After that we need a Sexlab Scene as well - being fucked while being bound...

 

For moving around while being hogtied we need a complete set of alternate animations - a hogtied victim can only roll around sideways.

Regarding animations - yes - I have some ideas and wishes:

  • A kneeling pose with hands up, palms up and a whip lies on the hands ("master - here is the whip...") and the slave is looking down - needs a Zaz whip as AnimationObject
  • A kneeling pose with hands on back and a whip in mouth - needs a Zaz whip as AnimationObject
  • Sitting on closed knees - hands on back and looking down = waiting pose of a slave beside their sitting master
  • Standing on toe tips - legs spread, hands on back
  • More and better struggling animations for the gallows
  • Combined animation (two actors) : adding hand cuffs, adding collar, adding blindfold, gag (no animation object - the animation ends where the modder needs to equip the restraints.

You get some inspirations when google for slave poses - eg:

https://de.pinterest.com/pin/523191681691477541/

http://allday1.com/index.php?newsid=405004

 

I would add them to this package + I would add Idle markers as well + I would integrate them in Maria Eden Scenes.

Posted

 

 

 

receipes makes sense - I think I will do that.

Reverse wheel - for this I have to edit meshes otherwise the victims head would stick in the ground - I don't have the tool and the knowledge. I can only change some coordinates in NIF files...

 

Now after a gallows is available my biggest hope is that any animator would create a lying X-Pose -  I would like to use this to create a bed furniture where the actor gets locked in chains in a spread eagle position.

 

There is a spread eagle idle, though it doesn't have a struggle animation. I'll have to look up exactly where it comes from in my mod.

 

edit: found it, it's called ZapBedTied

 

 

Just saw this, can you give examples of the pose Zaira? I'm a bit confused as I could swear there is already a spread eagled lying pose in the zaz animation pack? 

Something like this? Static? Struggling?:

 

5d5c8f32a2.jpg

 

 

 

Yes. There is already such a pose. I need to adapt the chained cuffs AnimationObject so it can be used with this pose.

 

After that we need a Sexlab Scene as well - being fucked while being bound...

 

For moving around while being hogtied we need a complete set of alternate animations - a hogtied victim can only roll around sideways.

Regarding animations - yes - I have some ideas and wishes:

  • A kneeling pose with hands up, palms up and a whip lies on the hands ("master - here is the whip...") and the slave is looking down - needs a Zaz whip as AnimationObject
  • A kneeling pose with hands on back and a whip in mouth - needs a Zaz whip as AnimationObject
  • Sitting on closed knees - hands on back and looking down = waiting pose of a slave beside their sitting master
  • Standing on toe tips - legs spread, hands on back
  • More and better struggling animations for the gallows
  • Combined animation (two actors) : adding hand cuffs, adding collar, adding blindfold, gag (no animation object - the animation ends where the modder needs to equip the restraints.

You get some inspirations when google for slave poses - eg:

https://de.pinterest.com/pin/523191681691477541/

http://allday1.com/index.php?newsid=405004

 

I would add them to this package + I would add Idle markers as well + I would integrate them in Maria Eden Scenes.

 

 

Those all sound do-able, but, are you able to add AnimationObjects to animations or does that have to be done on my (animator) end?

Posted

 

I have no hogtied struggle animations that can be used for Alternate Animations - so hogtied remains as it is now.

Sorry - but I know coding, creating SKSE plugins and creating furnitures. For every other task I need advice.

 

If you need any custom poses, idles or sex animations I can hook you up. Been running out of ideas lately so not done much but I have my rigs ready to go for M+F, Male solo, female solo, Female + Creature. Haven't played with furniture yet but idles are easy.

 

@Everyone, if anyone is good at modelling and fancies a crack at gear that forces a position like:

 

I'd be up for animating a movement set for those, really wanted to do something along those lines for a while but no motivation as I don't do modelling.

 

 

 

How about some poses like the bound/not bound gyno chair pose (see above) - I already have model, just need to texture it (one will be lore-friendly dwemer gyno chair and one generic modern one), bound suspended poses and some other bound poses - look below for ideas)... what do you think zaira? I can create necessary models and if theFirstHeretic would be able to convert them - then we have a nice team :)

 

Contents below NSFW... obviously...

 

 

 

Posted

Do it - I am sure we all want new content...

 

Regarding AnimationObjects : I don't exactly know how they are related to animation models. For example how to position the whip or the actor into a gyno chair - I think the animator has to define how the bones of the different objects have to be connected.

 

Posted

AnimObjects are "summoned" on animation start. For example the cup, that's nowhere to be found in the inventory, in the drinking animation or the "furniture" that appears if "Hydra's Slavegirls" take their position a little to late (it's most often not actual furniture and it disappears if they change the idle or die).

 

FNIS can attach Anim-Objects to the characters bones. I got some answers and the FNIS-Parameters here:

 

http://www.loverslab.com/topic/62286-combining-animations-and-equipment-any-tutorials/?do=findComment&comment=1567334

 


 

For example :

Have a smoking animation with AO cigarette so line will be : "b -o Smoking Iamsmoking.hkx Cigarette"

For the cigarette AO to follow with the right hand. With nifskope i RC-Mouse on main BSFadeNode/Ninode -> Node -> Attach Extra Data -> NiStringExtraData. Edit the string index and naming it into "NPC R Hand [RHnd]". 

 

Have a seat animation animation with AO Chair so line will be : "b -o Sitting Iamsitting.hkx Chair"

Chair is static and aligned with animation so i dont need to put a NiStringExtraData.

 

Actual furniture-animations are a different beast. From what I've gathered, it's mostly a special node which the animation uses as it's root to align the rest of the animation.

 

In short, I think, Animobjects = "Animation moves Skeleton, has Animobject tied to Skeleton Bones"

Furniture Animation = "Animation ties Skeleton to static Furniture/Sit-Marker and plays idle" (Idle may still use animobjects tied to bones, but that would be on top of the sit marker)

 

Posted

AnimObjects are "summoned" on animation start. For example the cup, that's nowhere to be found in the inventory, in the drinking animation or the "furniture" that appears if "Hydra's Slavegirls" take their position a little to late (it's most often not actual furniture and it disappears if they change the idle or die).

 

FNIS can attach Anim-Objects to the characters bones. I got some answers and the FNIS-Parameters here:

 

http://www.loverslab.com/topic/62286-combining-animations-and-equipment-any-tutorials/?do=findComment&comment=1567334

 

 

For example :

Have a smoking animation with AO cigarette so line will be : "b -o Smoking Iamsmoking.hkx Cigarette"

For the cigarette AO to follow with the right hand. With nifskope i RC-Mouse on main BSFadeNode/Ninode -> Node -> Attach Extra Data -> NiStringExtraData. Edit the string index and naming it into "NPC R Hand [RHnd]". 

 

Have a seat animation animation with AO Chair so line will be : "b -o Sitting Iamsitting.hkx Chair"

Chair is static and aligned with animation so i dont need to put a NiStringExtraData.

 

Actual furniture-animations are a different beast. From what I've gathered, it's mostly a special node which the animation uses as it's root to align the rest of the animation.

 

In short, I think, Animobjects = "Animation moves Skeleton, has Animobject tied to Skeleton Bones"

Furniture Animation = "Animation ties Skeleton to static Furniture/Sit-Marker and plays idle" (Idle may still use animobjects tied to bones, but that would be on top of the sit marker)

 

I'm pretty sure http://www.loverslab.com/user/501843-darkconsole/ may know the topic well - in the latest 'I'll take the display model' update there is a cool animated wooden horse.

 

In the meantime I've updated my little mod, which now includes the ZazExtensionPack devices and some Heretical Resources: http://www.loverslab.com/files/file/2934-dread-prison-milking-farm-for-dread-prison-38/

 

 

Posted

AnimObjects are "summoned" on animation start. For example the cup, that's nowhere to be found in the inventory, in the drinking animation or the "furniture" that appears if "Hydra's Slavegirls" take their position a little to late (it's most often not actual furniture and it disappears if they change the idle or die).

 

FNIS can attach Anim-Objects to the characters bones. I got some answers and the FNIS-Parameters here:

 

http://www.loverslab.com/topic/62286-combining-animations-and-equipment-any-tutorials/?do=findComment&comment=1567334

 

 

For example :

Have a smoking animation with AO cigarette so line will be : "b -o Smoking Iamsmoking.hkx Cigarette"

For the cigarette AO to follow with the right hand. With nifskope i RC-Mouse on main BSFadeNode/Ninode -> Node -> Attach Extra Data -> NiStringExtraData. Edit the string index and naming it into "NPC R Hand [RHnd]". 

 

Have a seat animation animation with AO Chair so line will be : "b -o Sitting Iamsitting.hkx Chair"

Chair is static and aligned with animation so i dont need to put a NiStringExtraData.

 

Actual furniture-animations are a different beast. From what I've gathered, it's mostly a special node which the animation uses as it's root to align the rest of the animation.

 

In short, I think, Animobjects = "Animation moves Skeleton, has Animobject tied to Skeleton Bones"

Furniture Animation = "Animation ties Skeleton to static Furniture/Sit-Marker and plays idle" (Idle may still use animobjects tied to bones, but that would be on top of the sit marker)

 

So the entire position of animObjects is done post animation using FNIS/Nifskope? How would you position it finely in that case in a visual manner? If I can get that down I can pretty much do all the requested animations for Zaira. I just have no experience with AnimObjects.

Posted

I couldn't exactly finetune. I think the finetuning is done by manipulating the NiNode (see attached picture), but I got frustrated over Blender and gave up at this point. Perhaps it's possible with niftools alone.

post-1082376-0-74955700-1479662441_thumb.jpg

Posted

I couldn't exactly finetune. I think the finetuning is done by manipulating the NiNode (see attached picture), but I got frustrated over Blender and gave up at this point. Perhaps it's possible with niftools alone.

 

That can't be the only way? With no visual reference of the actor/animation it would be beyond a pain?

Posted

Perhaps the animators would fix the Animobject to the skeleton in their 3d-program and delete it before exporting!?

 

Wait, I remember one thing: There's always two bones "AnimObjA" and "AnimObjB" which seem to be used for more finetuned/independent animations, seperate from visible meshes.

 

For example there's this tutorial http://www.nexusmods.com/skyrim/mods/34671/? which has a character throwing an animobject between his Hands:

This is IIRC realised by aligning the Dagger to one of the invisible bones.

 

I hope there's better ways than this. Because anim objects seem quite limited.

 

Posted

set your eyes on "OSEX" ...that´s a high class animation-mod...maybe that author would support you too (depending on his mood after s/he has seen your pics&vids) - anyway, you don´t should be stuckin´ into details too much...i thought about to ask him to create a fine bondage-scene (with ropes) ...

Posted

 

I couldn't exactly finetune. I think the finetuning is done by manipulating the NiNode (see attached picture), but I got frustrated over Blender and gave up at this point. Perhaps it's possible with niftools alone.

 

That can't be the only way? With no visual reference of the actor/animation it would be beyond a pain?

 

 

http://www.loverslab.com/topic/46626-creating-editing-animobjects-for-sexytime-animations/  found this post, will have a read through and have a go asap and post back on progress.

 

set your eyes on "OSEX" ...that´s a high class animation-mod...maybe that author would support you too (depending on his mood after s/he has seen your pics&vids) - anyway, you don´t should be stuckin´ into details too much...i thought about to ask him to create a fine bondage-scene (with ropes) ...

 

0Sex is just that, an animation framework for making animated scenes, outside of that (story, progression etc) it would require much more work (for someone who's only up for a single line of work; animating/modelling/scripting etc). Therefore ultimately it's easier to just make your specific content itself and push it out for SexLab or mods like ME where they get incorporated into a huge pool of playable content.

Posted

First of all, thanks much for the great work!

 

I've been away from doing anything with Skyrim for a while, but it got me so interested as to make me create a mini mod to test it :)

 

Anyway, I have some questions and suggestions after some testing:

 

* The crawling animation works real nice, but I can't seem to make the footstep sound working. It's just a guess but could it be because the animation files lack necessary annotations, like 'FootLeft', or 'FootRight'? I tried to circumvent it by creating a footstep set, but it did not work either, probably because it also requires such annotations present.

 

How can I make it work so that it makes nice rattling sounds when I crawl with the new HDT ankle irons?

 

* It seems that the pissing sound descriptor is missing the necessary sound files. Possibly they are missing from the distribution package?

 

* Could you add a matching set of wrist irons/cuffs which do not have offset animation related keywords? The reason for the request is that, I suppose some slaves always wear cuffs, and maybe they were even melded shut. In that case, Master would just connect chains to their cuffs if he want them to be bound, rather than remove the cuffs themselves.

 

It's a minor thing, but I think it gives more atmosphere if you can see those cuffs all the time.

 

* Is there any plan for a visual leash yet? I'm so happy to have HDT ankle irons included in this package, so I'm wondering how much more work would it take to make a collar that can be attached to other objects (not necessarily an actor, like a post, for instance) with chains.

 

* Probably this one might be better directed to ZaZ itself, but what about changing equipping/unequipping sound of all metal devices to a rattling sound? They use the default one for clothes now which is a bit immersion breaking and as it ships with a nice rattling chain noise now, maybe we can use it to replace them?

 

Thanks again, and please keep up the good work!

Posted

 

 

Don't forget: without hkx it is impossible to create furnitures. It must be adjusted to the object. Since a BDSM furniture shall fit for all body types, all meshes that represents a lock must be widen up - that's the reason why the XCross locks are so wide.

 

In my game I removed the straps on the X cross from the nif and just have my victims wear cuffs, usually the rope ones... Bam instant one size fits all X-cross ;) Just a little OT tip that maybe somebody might find useful.

 

 

   Not a bad Idea, I assume you just did a branch delete in Nifskope on the X-cross? 

 

   Only thing would be you would need the ankles cuffs, and wrist cuffs to be placed on the character. and removed upon exiting.

 

 

Yep. I rationalize that as if the Xcross just has a tiny iron loop that I'm connecting the shackles or ropes to. Honestly it'd be cool if the model was actually like that.

Posted

 

 

 

Don't forget: without hkx it is impossible to create furnitures. It must be adjusted to the object. Since a BDSM furniture shall fit for all body types, all meshes that represents a lock must be widen up - that's the reason why the XCross locks are so wide.

 

In my game I removed the straps on the X cross from the nif and just have my victims wear cuffs, usually the rope ones... Bam instant one size fits all X-cross ;) Just a little OT tip that maybe somebody might find useful.

 

 

   Not a bad Idea, I assume you just did a branch delete in Nifskope on the X-cross? 

 

   Only thing would be you would need the ankles cuffs, and wrist cuffs to be placed on the character. and removed upon exiting.

 

 

Yep. I rationalize that as if the Xcross just has a tiny iron loop that I'm connecting the shackles or ropes to. Honestly it'd be cool if the model was actually like that.

 

 

But the cuffs are not connected to the device. There are Chained Cuff Animation Objects in ZaZ - unfortunately the chains are in the wrong direction - if someone could change the chain direction and shorten them up I could generate a furniture with the cuffs connected to xcross via chains.

 

Posted

 

I couldn't exactly finetune. I think the finetuning is done by manipulating the NiNode (see attached picture), but I got frustrated over Blender and gave up at this point. Perhaps it's possible with niftools alone.

 

That can't be the only way? With no visual reference of the actor/animation it would be beyond a pain?

 

Maybe you should ask FunnyBizness about it. He made a lot of furniture animations and i guess beeing asked how to do it instead if beeing asked doing it himself might make him glad as well. ;)

Posted

YOu are right, I agree 100 % ...but it´s really sensual!

 

 

I couldn't exactly finetune. I think the finetuning is done by manipulating the NiNode (see attached picture), but I got frustrated over Blender and gave up at this point. Perhaps it's possible with niftools alone.

 

That can't be the only way? With no visual reference of the actor/animation it would be beyond a pain?

 

 

http://www.loverslab.com/topic/46626-creating-editing-animobjects-for-sexytime-animations/  found this post, will have a read through and have a go asap and post back on progress.

 

set your eyes on "OSEX" ...that´s a high class animation-mod...maybe that author would support you too (depending on his mood after s/he has seen your pics&vids) - anyway, you don´t should be stuckin´ into details too much...i thought about to ask him to create a fine bondage-scene (with ropes) ...

 

0Sex is just that, an animation framework for making animated scenes, outside of that (story, progression etc) it would require much more work (for someone who's only up for a single line of work; animating/modelling/scripting etc). Therefore ultimately it's easier to just make your specific content itself and push it out for SexLab or mods like ME where they get incorporated into a huge pool of playable content.

 

 

Posted

   I have FunnyBizNess interested in Helping Zaira.

 

Zaira just needs to PM him about his needs.

 

FunnyBizness is one of the best Skyrim Sexlab animators around, so I bet they will be Good.

Posted

Currently I'm busy with ME and some ZEP additions. After next release I'll see

 

  I assumed when you said you needed the Tied to the bed, struggling, you meant it.

 

I hope FunnyBizNess does not lose interest.  Right now All FunnyBizNess needs is your description of what you want the animations to do.

 

 

Posted

 

 

 

receipes makes sense - I think I will do that.

Reverse wheel - for this I have to edit meshes otherwise the victims head would stick in the ground - I don't have the tool and the knowledge. I can only change some coordinates in NIF files...

 

Now after a gallows is available my biggest hope is that any animator would create a lying X-Pose -  I would like to use this to create a bed furniture where the actor gets locked in chains in a spread eagle position.

 

There is a spread eagle idle, though it doesn't have a struggle animation. I'll have to look up exactly where it comes from in my mod.

 

edit: found it, it's called ZapBedTied

 

 

Just saw this, can you give examples of the pose Zaira? I'm a bit confused as I could swear there is already a spread eagled lying pose in the zaz animation pack? 

Something like this? Static? Struggling?:

 

5d5c8f32a2.jpg

 

 

 

Yes. There is already such a pose. I need to adapt the chained cuffs AnimationObject so it can be used with this pose.

 

After that we need a Sexlab Scene as well - being fucked while being bound...

 

For moving around while being hogtied we need a complete set of alternate animations - a hogtied victim can only roll around sideways.

Regarding animations - yes - I have some ideas and wishes:

  • A kneeling pose with hands up, palms up and a whip lies on the hands ("master - here is the whip...") and the slave is looking down - needs a Zaz whip as AnimationObject
  • A kneeling pose with hands on back and a whip in mouth - needs a Zaz whip as AnimationObject
  • Sitting on closed knees - hands on back and looking down = waiting pose of a slave beside their sitting master
  • Standing on toe tips - legs spread, hands on back
  • More and better struggling animations for the gallows
  • Combined animation (two actors) : adding hand cuffs, adding collar, adding blindfold, gag (no animation object - the animation ends where the modder needs to equip the restraints.

You get some inspirations when google for slave poses - eg:

https://de.pinterest.com/pin/523191681691477541/

http://allday1.com/index.php?newsid=405004

 

I would add them to this package + I would add Idle markers as well + I would integrate them in Maria Eden Scenes.

 

 

I'm starting some of these animations, just wanted to clarify what you mean by 'hands on back'? Hands on the back of her head? Or hands bound with cuffs behind back?

 

Edit: Can disregard this, I was bored so I started doing them all with variations. Hands on head, behind back, lowered and raised kneeling etc. Almost got animObjects sorted too. Soon tm

Posted

I have added a complex restraints lock-up and removal mechanics. In opposition to DDi the mechanics are not assigned to any restraints. They can be used by modders only.

 

It provides a complex and immersive logic if and how a piece of restraints can be removed by the victim or another actor. Several factors are relevant:

Is the other actor the victims owner or a slaver or a blacksmith. Does the other actor have lock-picks, daggers etc. in this inventory. Does the victim itself has his hands free (no armbinders, no yoke) and does he have lock-picks, daggers etc. in his inventory.

Depending on the way how a restraint is removed it will be destroyed (slice-able restraints with daggers) or dropped to the ground (or added into a container the modder defines).

 

The victims owner or a slaver can simply remove everything non-destructive. A blacksmith can also remove everything - but only destructive.

 

The logic also take device dependencies into account: It is not possible to remove a plug while wearing a chastity belt.

 

The zbfx API gives modders the tools to check device status, to do the removing, to do the device locking.

 

In next MariaEden release you can see this device mechanics first time in action.

Posted

 

Odd I'm crashing to desktop on start up .

 

I have got the latest original zaz and X32 skeleton and fnis I'm not sure whats up

 

missing some requirements?

 

 

That's the thing as far as I can tell I have got them all

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