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SirNibbles

Animation Guide and getting it to work in Skyrim (3ds Max)

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Recently I've seen a lot of people looking for a guide to learn animating and getting it to work for Skyrim.

In the past I directed people looking for a guide to CEO 0S's guide to learn animating because it covers all the basics, unfortunately the image hosting for his website has deleted his images and thus making his guide incomplete.

So in order to avoid all future posts about guide's to learn animating I'm gonna make one myself and dumb it down for the people who don't understand anything about animating using a lot of explanations with pictures.

 

Unfortunately I don't know anything about animating in blender so this guide only covers animating in 3ds Max.

 

1.) Requirements

2.) Merging Rigs

3.) Animating

4.) Exporting your animations

5.) Creating previews

6.) Sexlab Animation Loader

7.) Objects, Coming soon

8.) Creatures, Coming soon

 

Tutorial Video's: 

Exporting Part

 

 

 

1.) Requirements

 

 

 

 

- A working copy of 3ds Max 2012 (yes it has to be specific 2012, 2010 should also work with different plugins but 2012 has more features).

Search a bit on google and you'll probably find an old installer there, as a student you can claim a free copy.

 

- Some basic knowledge about working in 3ds Max is also necessary.

 

- Pornphile has created some very detailed rigs for human skeletons which you can get here http://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rigs-draugr-v0132-2015-09-22/

Make sure you also get this specific file because it contains the bone list which you need for exporting : 3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24).7z

Some rigs for creatures can be found here http://www.loverslab.com/files/file/2604-3ds-max-rigs-by-anubiss/ (by AnubiSs2167) or here http://www.loverslab.com/topic/39465-animations-by-leito-10415-new-animations/ (by Leito86)

 

- The "Havok Content Tools" for 3ds Max 2012/2010 (32bit or 64bit depending on your 3ds Max copy), this one might be a little hard to search for since the distribution of this software has been removed. (it used to be free but after microsoft bought the company they stopped distributing it). I'm not really sure what rules apply to distributing software that fall under these circumstances so I'm not putting a link to a copy here.

 

- Both the "hkxcmd" and "hktcnv" files over here http://www.nexusmods.com/skyrim/mods/1797/?. Make sure to unpack them in the same folder.

 

Requirements for Sexlab Animation loader guide

 

- Sexlab animation loader http://www.loverslab.com/files/file/2488-sexlab-animation-loader/

 

- An installation of python 3.x+ https://www.python.org/downloads/

 

- An installation of FNIS http://www.nexusmods.com/skyrim/mods/11811/? (Yes I know FNIS is mandatory for adding new .hkx files to the game, but we need the specific "generatefnisformodders" to get your stuff in game in this case)

 

 

 

2.) Merging Rigs

 

 

 

 

Maybe the rigs that came with pornphile's or other animators' rigs arent exactly what you want to create and you want to create some rigs with more actors or different setups, in order to do this you need to merge some rigs.

 

For starters make sure you got a working 3ds max scene with an actor you want to merge, I personally just deleted all of the female layers and stuff inside the layer from pornphile's "3DS2009 XPMS 1-6 T-POSE_Controller Rig_F+M_v0.13.max" file, so only the male files remain.

 

In this example I'm gonna add another male to my F+M paired rig, so we got a setup for a threesome.

When you've done this open up the F+M rig, and first go to the layers (yes this is important).

Inside my layers tab I'm gonna rename all the male layers to something else, it doesn't matter what you name it but to ease up things I'm gonna name them "Bones_M1" , "Controllers_M1" and "Mesh_Body_M1".

This step is important because we're gonna import a male actor which has the same layer naming as an existing actor inside our scene.

 

 

22.png

 

 

When you've done this go to the import button from 3ds Max, but don't click the import button but hover over it so you get the dropout menu with the "merge" button, choose the merge button and go to the file you want to merge; it can be any 3ds max scene but for this example I'm gonna import the file I customly edited with only the male files in it.

A window will popup with the stuff you wanna merge, just click the "all" button (1) and then click on ok.

 

 

23.png

 

 

Another window will popup which asks for duplicating names, just tick the "apply to all duplicates" button and click on Merge.

 

 

24.png

 

 

Afterwards it will give you a warning about some materials which can't be duplicated with the same name, once again just name it whatever you want but for easy I'm just gonna put the number "2" after each material and click on the "Rename Merged Material" button.

 

 

25.png

 

Do this for all materials which it asks of you till you're done.

If done succesfully your scene should now have the 3rd actor inside of your scene, and because we've named the layers from the pre-existing male inside of our scene the new actor should have the normal layer naming so your layers will look like this 

 

 

26.png

 

 

And that wraps up the merging of rigs.

 

 

 

3.) Animating

 

 

 

 

I'm not gonna go in depth with the explanation for animating since a lot of people animate with different methods and you can look everywhere on the internet for video guides. (maybe in the future I will do some myself, but not now)

There are however some things you should note when animating for skyrim.

 

I'm using pornphile's rig for this guide because it's one of the best rigs to create human x human animations.

So if you want to get the same rig as I'm using (which I highly recommend) check out the requirements section from this guide.

 

3.a) -Optional- Switching the Penis to another one to make alligning easier can also be convenient since a lot of people are not alligning their animations to the standard one that comes with pornphile's rig.

To do this you first have to make sure your male's body is in the starting position, after that go to your layers tab (1) and tick the "Mesh_Body_M" (2) so it imports the Penis into the right place. 

 

 

19.png

 

 

When you've done this import the penis you want to use (I'm gonna import the VectorPlus Regular penis since I'm always alligning my animations to that one) to import just go to the directory and choose the penis; in my case "meshes\actors\character\character assets\SOS\VectorPlexus Regular\malegenitals_1.nif".

A window will popup in which you can edit some import settings, just use the following settings 

 

 

20.png

 

 

Now your penis is in the standard position where your male body is also standing.

Now just to finish it up to make sure the penis inside of your scene follows the movement of the male and not the female's movement, manually click the penis you've imported; go to the modify tab (1) then just click the add bones button (2) and select the "NPC Pelvis [Pelv]_Ctrl_M" (3)

 

 

21.png

 

If done correctly this will add that specific bone to the penis you've imported and will now follow the male controller's movements.

 

Now you can delete or hide the penis that initially came with the rig.

 

3.b ) In order to get your animations looping you should have a starting point and finishing point which have the same keys at the beginning and end of the animation timer. 

The key on #1 and #2 are both the same 

 

 

1.png

 

 

3.c) Another thing which helps a lot to make more smooth animations is putting keyframes from different controllers on different timeframes.

 

Ex. 1

 

In this picture I've selected 2 controllers and put the keyframes at the same spot.

 

 

 

2.png

 

 

Which results in this:

 

 

LawfulAnchoredAllosaurus-max-1mb.gif

 

 

Ex.2 

 

In this picture I've moved all of the keyframes from the "spine 0 controller" 3 frames forward

 

 

 

3.png

 

 

Which results in this:

 

 

CelebratedImmenseLemming-max-1mb.gif

 

Which obviously looks a lot better.

 

Experimenting with putting the keys from different controllers on different places can make your animations look a lot more smooth.

This takes a little bit of practice of course but the result is usually a lot better then the initial animations.

 

3.d) Linking controllers is also a good way to start with animating.

In this example I want to let the male's hands move the same way as the female's butt. 

But instead of manually putting the keyframes on the same keyframe place as the female's butt I just link the hands to the movement of the female.

 

 

 

ExemplaryFrailAntbear-max-1mb.gif

 

 

3.e) When you've finished animating it's best to move your keyframe at the end one keyframe higher.

Just select all controllers and move the keyframe at the end one place to the right (out of boundaries)

In this picture my animation keyframes are set to 160 but I move the final key one place to the right.

 

 

5.png

 

This make sure your animation loops better instead of having a slight pause When it starts to loop.

 

There are a lot more things to discuss regarding animating, but practicing and looking up some video's help a lot more then I can explain here.

 

 

 

4.) Exporting your animations

 

 

 

 

Before you start exporting your animations make sure to save your current scene because you need to make some edits which you wanna dispose of afterwards.

In this case I'm gonna export the male animation.

In order to do this you need to delete all of the female bones, but for convenience (and a better look at the exporting preview) I'm just gonna delete all of the female files in this scene.

Just hit the layers button to pop up the window in which you can see all of the layers and unhide/unfreeze all female controllers/bones; and hide/freeze the male layers.

Afterwards just select all of the female controllers/bones/body parts and hit the delete button.

 

 

6.png

 

 

You know you haven't forgotten anything if you look at the layer window.

A little plus symbol left of the map means there's still something in that map, if there's nothing you know it's empty.

 

 

7.png

 

 

When this is done just click the export button from the havok Content tools plugin you've installed earlier.

 

 

8.png

 

 

A window looking like this will pop up in which you need to edit some settings (don't bother saving the settings at the end, it never remembers your custom settings)

 

 

9.png

 

 

In the skeletons Tab go to the button I circled, because you need to add the bone list. (Which I listed in the requirements from pornphile's page).

Just go the unpacked file and select the " XPMS RIG 1.6c Full Bone.txt "

 

 

10.png

 

 

Afterwards go to the "Create Animations" tab and untick the frame range button.

 

 

11.png

 

 

And as last go to the "Write to Platform" tab.

And click the button I circled to select a name for your animation (I recommend something recognizable like in my case "DoggyMale1.xml")

 

 

12.png

 

 

Make sure to save them in the folder which contains your "hkxcmd" and "hktcnv" files.

The rest of the tabs you should stay off since these are settings you don't need or have to edit.

 

Now just press the "Run All Configurations" button and it should convert.

Afterwards just close the havok content tools, reload your 3ds max save and repeat the process for the female.

 

Now go the folder where your "hkxcmd" and "hktcnv" files are.

In this folder hold your "shift button" and Right click somewhere in the folder and click the "open command window here" 

 

 

image_635243330608233338.png

 

Alternatively you can manually change directory in cmd but that just takes a lot longer.

 

The cmd that opened should look like this:

 

 

13.png

 

 

Now just write "hktcnv.exe Filename.xml filename_A1_S1.hkx"

Like this:

 

 

14.png

 

Make sure to use the rules to get it working for Sexlab. "A1" stands for actor 1 and "S1" stands for stage/scene 1.

 

Press enter and it should've converted your .XML file to a working skyrim animation in .hkx format.

Afterwards repeat the same process for your female "filename.xml" and changing the output to match the other name so in this case "Doggystyle_A2_S1.hkx"

 

 

 

5.) Creating Previews.

 

 

 

 

In order to create good looking previews from 3ds Max in the same quality as in your scene setup you can use the following guide.

 

Inside 3ds Max, just press the hotkey "8" inside your scene (or go to Rendering>environment)

Then press the Box underneath the text "color", and afterwards click the Sample screen color and click the scenery colour to get that same colour in your rendering preview.

 

 

15.png

 

 

When this is done go to your render setup and in the Renderer tab change all your settings to what I have: 

 

 

16.png

 

 

When you've changed the settings in Renderer go to the Common tab and change your settings to what I have:

 

 

17.png

 

The width and Height of your settings may vary of course, I just use these 1366x768 settings usually because it keeps the file size smaller.

When you've changed all the settings just click on the save button I've circled in the previous image and input the name and location for your video.

Make sure to manually put the file extension after your name, e.g "Missionary2.avi" otherwise it won't render correctly, after you click save another window will popup asking you what compression you want to use. Just click the MJEPG compressor and put the quality on 100. 

 

 

18.png

 

 

When you've done this just click the big render button in the lower right corner of the Render setup and let 3ds max render your video in a nice framerate.

After that, you can use several ways to create a gif from your video which you can look up anywhere on google.

 

 

 

6.) Sexlab Animation Loader

 

 

 

 

First of all the user Rydin has made a very detailed guide on how to use "Sexlab Animation Loader" or "SLAL" as I'm gonna refer it to as of this moment. You can find his guide here: http://www.loverslab.com/files/file/2506-sexlab-animation-loader-guide/.

 

I'm just gonna make a very quick "dummy" version of his guide with an example, trying to tone the explanation down as much as possible for anybody to understand.

 

First of all, when you've installed the SLAL mod go to this directory to find the anims.txt in which you can write the info needed for your sexlab animation: "Data\SLAnims\source" in here is an example of the text you can create.

I recommend at least reading it once to understand SLAL better.

 

Once you're ready to make your own data for SLAL create a .txt file in that same "source" folder.

 

In that .txt file start with the following lines: (you can just copy paste this part or grab my empty .txt file I attached to this guide)

 

mcm_name = ""
anim_dir("")
anim_id_prefix("")
anim_name_prefix("")
common_tags("")
 
This info is needed for SLAL to let your custom animation page show up in SLAL's MCM page and to direct SLAL to your directory.
I've left the qoutes empty in the previous example and here is an example of how an filled in looks like:
 
mcm_name = "NibblesAnims" (This line determines what the name of your pack in SLAL's MCM will be)
 
anim_dir("NibblesAnims") (This line determines where the directory of your animations is located, it still needs to follow the directory rules of Sexlab. In this case in which my directory is called "NibblesAnims" it should belong in this directory: "Meshes\actors\character\animations\NibblesAnims")
 
anim_id_prefix("Nibbles")  (To be honest, I have still no idea what this exactly does. Rydin's guide recommended to use the animators name ending on an underscore but so far I never had any problems without underscores after some testing so mine looks like this)
 
anim_name_prefix("Nibbles ") (This line will put your text from this line before your animation name which I will cover in the next part. You should also put a space after your line otherwise it will show up in your animation name and will create issues with the SLAL coding.)
 
common_tags("Nibbles") (This line will add the the tag you specified here to all your animations in your .txt file, commonly this is just the animators name)

 

Now we've written the code for the pack (which you should usually never change), now I'm gonna cover the code for an animation.

 

The same as before you can copy paste this code or grab the example file. (I adjusted this file for a regular Male x Female animation)

 

Animation(
    id="",
    name="",
    tags="",
    sound=Squishing,
    actor1=Female(add_cum=Vaginal),
    actor2=Male(strap_on=True),    
)
 
Now I'm gonna fill in this info with a specific animation from my own pack:
 
Animation(                         (This lines determines the start of code for an animation)
 
Important part:
    id="doggystyleN", (This line determines what filename you've used for the .hkx animations you've exported earlier. I've also took this specific example because of the letter "N" after the name. The reason why I did this is because some animation.hkx names will conflict with animations that came pre-installed with sexlab and will give you weird animation bugs. The ones I've came across that had this problem are "doggystyle" , "missionary" , "fingering". There might be more but these are just the ones I've came across that had this problem.)
 
  name="Doggy Style", (This line determines what your animation will be called in your own page of SLAL)
 
    tags="Sex,Vaginal,Penis,MF,Kneeling,Doggystyle,Doggy,Behind", (This line determines what tags will be assigned to your animation, so that other mods can call upon your animation.
 
    sound=Squishing, (This line determines what sound will be assigned to your animation, you can use one of the following sound tags : "Squishing" , "Squirting" , "Sucking" , "SexMix" and "NoSound".)
 
    actor1=Male(strap_on=True), (This line determines what gender/creature actor1 is. In the case of the male's don't forget the strap_on=True line otherwise when you use this animation with 2 females the female that assumes the actor1 role won't equip a strapon)
 
    actor2=Female(add_cum=Vaginal), (This line determines what gender/creatur actor2 is. In the case of the females you can also assign where to apply the cum overlay at the final sex stage the following values can be used: "Vaginal", "Oral", "Anal", "VaginalOral", "VaginalAnal, "OralAnal" and "VaginalOralAnal"
 
) (This lonely line will mark the end of your animation info.)
 
 
When you've written the info for the animation just save the .txt file and close it.
 
Now we go to the directory where the "SLAnimGenerate.pyw" is located. Just go to "Data\SLanims" and execute the "SLAnimGenerate.pyw" file (which you obviously needed to install python for).
If you've done the coding correct the executable will look like this :
 

27.png

 
In which case you just have to click either the "Build All Categories" or "Build Category" buttons (the All version applies to all currently installed SLAL packs).
If your category gives an Error (instead of the "NEEDS BUILD") just check the log to see where the error is located in your code and fix it.
When you've done all this your .json file is created and your "FNIS_InsertNameAnims_List.txt" will also be created in the directory where your animation files are located. (which you need for the following step)
 
Now for the last step go to the directory where "generatefnisformodders.exe" is located which should be here "Data\tools\GenerateFNIS_for_Modders".
Just execute it and click the "Generate Mod Behavior" button and direct it to your folder where your animations.hkx are located.
 
Because of the previous step with the "SLAnimGenerate.pyw" this folder should now contain a file called "FNIS_InsertNameAnims_List.txt".
Double click it and the generatefnisformodders.exe should now create your behavior file.
 
You can find your behavior in this directory (although you should probably don't touch this) "Data\Meshes\actors\character\behaviors"
 
And that covers the SLAL part.
Your animations should now be added to the MCM page and activatable and working in Sexlab.
 
 
7.) Objects, Coming soon

 

 

InsertNameAnims.txt

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I'm sorry if my english can sometimes be a bit unreadable, English isn't my native language but I try my best to be gramatically correct (although I fail most of the times.)

 

If there's something else I've forgotten or can improve feel free to leave a comment and I'll try to do my best to make this guide better.

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Thanks for this. Will 3ds max 2017 totally NOT work, or just with more headaches?

 

I am also wondering this as well, how much annoyance can different versions inflict on us, potential animators?

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Thanks for this. Will 3ds max 2017 totally NOT work, or just with more headaches?

 

It will probably not work, BUT if you can find the Havok Content Tools (the recommend working versions, which were made with 2010/2012 in mind), give it a try. Best case Scenario: It works. Tell the world!

 

Worst Case Scenario for you: You have 3ds max, need to uninstall Havok, and find a different workflow, like

.

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Thanks for this. Will 3ds max 2017 totally NOT work, or just with more headaches?

 

It will probably not work, BUT if you can find the Havok Content Tools (the recommend working versions, which were made with 2010/2012 in mind), give it a try. Best case Scenario: It works. Tell the world!

 

Worst Case Scenario for you: You have 3ds max, need to uninstall Havok, and find a different workflow, like

.

 

 

To above comments, I'm sorry to pop your bubble but it will not work unfortunately.

 

Ever since Microsoft bought over the Havok company they halted the distribution of the tools, for this reason there never got any havok content tools released to the public since the (I believe) 2014 version.

The 2014 version didn't work for skyrim animations and the last working Havok content tools that actually worked to get them in the right .XML format was 2012.

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I got a question:

 

In order to do this you need to delete all of the female bones, but for convenience (and a better look at the exporting preview) I'm just gonna delete all of the female files in this scene.

Just hit the layers button to pop up the window in which you can see all of the layers and unhide/unfreeze all female controllers/bones; and hide/freeze the male layers.

Afterwards just select all of the female controllers/bones/body parts and hit the delete button.

 

Isn't just going to this drop down menu:

Nn61tyc.png?1

 

and selecting one of the rigs (Rig_F or Rig_M) and pressing Delete more convenient, then going into layers menu and deleting the bones there?

It doesn't delete the meshes, but that AFAIK isn't necessary anyways when exporting (but you can do it in the drop down menu anyways if you so desire)

 

And another thing, can you show in your guide, how to swap the default better males penis from the Pornphiles rigs with SOS one?

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I got a question:

 

In order to do this you need to delete all of the female bones, but for convenience (and a better look at the exporting preview) I'm just gonna delete all of the female files in this scene.

Just hit the layers button to pop up the window in which you can see all of the layers and unhide/unfreeze all female controllers/bones; and hide/freeze the male layers.

Afterwards just select all of the female controllers/bones/body parts and hit the delete button.

 

Isn't just going to this drop down menu:

Nn61tyc.png?1

 

and selecting one of the rigs (Rig_F or Rig_M) and pressing Delete more convenient, then going into layers menu and deleting the bones there?

It doesn't delete the meshes, but that AFAIK isn't necessary anyways when exporting (but you can do it in the drop down menu anyways if you so desire)

 

And another thing, can you show in your guide, how to swap the default better males penis from the Pornphiles rigs with SOS one?

 

It is more convenient, but the paranoid in me wants to make sure everything is deleted so I prefer doing it manually within the layers.

And I'll add the swapping of the SOS penis when I figure out how the hell I did it...it's been a very long time ago since I've added them and have to toy around a bit to find out how. (I know it roughly, but not exactly anymore)

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I got a question:

-

 

A'rite, I've added the explanation for switching penisses to the guide.

It's in the animation part in the 2.a part.

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Thanks for this. Will 3ds max 2017 totally NOT work, or just with more headaches?

 

It will probably not work, BUT if you can find the Havok Content Tools (the recommend working versions, which were made with 2010/2012 in mind), give it a try. Best case Scenario: It works. Tell the world!

 

Worst Case Scenario for you: You have 3ds max, need to uninstall Havok, and find a different workflow, like

.

 

 

To above comments, I'm sorry to pop your bubble but it will not work unfortunately.

 

Ever since Microsoft bought over the Havok company they halted the distribution of the tools, for this reason there never got any havok content tools released to the public since the (I believe) 2014 version.

The 2014 version didn't work for skyrim animations and the last working Havok content tools that actually worked to get them in the right .XML format was 2012.

 

 

DANG IT.

 

I've not been able to find a 2012 version -- I have an education license for 2017 but I haven't dl'd it yet.

 

Does Autodesk still offer it or would I have to get it from a third party?

 

Crap crap crap crap crap.

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Thanks for this. Will 3ds max 2017 totally NOT work, or just with more headaches?

 

It will probably not work, BUT if you can find the Havok Content Tools (the recommend working versions, which were made with 2010/2012 in mind), give it a try. Best case Scenario: It works. Tell the world!

 

Worst Case Scenario for you: You have 3ds max, need to uninstall Havok, and find a different workflow, like

.

 

 

To above comments, I'm sorry to pop your bubble but it will not work unfortunately.

 

Ever since Microsoft bought over the Havok company they halted the distribution of the tools, for this reason there never got any havok content tools released to the public since the (I believe) 2014 version.

The 2014 version didn't work for skyrim animations and the last working Havok content tools that actually worked to get them in the right .XML format was 2012.

 

 

DANG IT.

 

I've not been able to find a 2012 version -- I have an education license for 2017 but I haven't dl'd it yet.

 

Does Autodesk still offer it or would I have to get it from a third party?

 

Crap crap crap crap crap.

 

 

3rd party unfortunately.

But the 3rd party installers are still supported by autodesk and will lead you through an online installment with account and everything, so getting an installer from a 3rd party should be completely legal.

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I got a question:

-

 

A'rite, I've added the explanation for switching penisses to the guide.

It's in the animation part in the 2.a part.

 

 

Excellent, thanks.

Another thing. I created a pose, to compare the in game positioning with 3ds positioning of the penis, and in game it is positioned a little bit higher and a bit back, than the freshly imported in the 3ds.

I want to select and move it a bit higher and a bit back(so it matches in game exactly), but when I do that, and deselect the penis mesh, it jumps back to the original position.(this is in a standstill pose).

How do I save my "Select and Move" made changes to it permanently?

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I got a question:

-

 

A'rite, I've added the explanation for switching penisses to the guide.

It's in the animation part in the 2.a part.

 

 

Excellent, thanks.

Another thing. I created a pose, to compare the in game positioning with 3ds positioning of the penis, and in game it is positioned a little bit higher and a bit back, than the freshly imported in the 3ds.

I want to select and move it a bit higher and a bit back(so it matches in game exactly), but when I do that, and deselect the penis mesh, it jumps back to the original position.(this is in a standstill pose).

How do I save my "Select and Move" made changes to it permanently?

 

 

I don't know if this is the best method but before you import the Penis you want to use, move the male body a bit forward/backward from the starting position and then import the penis and do the steps I said.

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I don't know if this is the best method but before you import the Penis you want to use, move the male body a bit forward/backward from the starting position and then import the penis and do the steps I said.

 

 

Nice, as long as it works.

What about copy pasting rigs(or if that cant be done, getting more rigs in general), so you can have multiple actor scenes? (MMF or FFM or whatever)

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I don't know if this is the best method but before you import the Penis you want to use, move the male body a bit forward/backward from the starting position and then import the penis and do the steps I said.

 

 

Nice, as long as it works.

What about copy pasting rigs(or if that cant be done, getting more rigs in general), so you can have multiple actor scenes? (MMF or FFM or whatever)

 

 

That was indeed something I forgot to add.

I've added it now in the second part of the guide and cleaned up the guide a bit.

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Nice, I might just try my hand at this again, last time I tried I failed at the exporting part so hard I just gave up. xD
 

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I'm sorry if my english can sometimes be a bit unreadable, English isn't my native language but I try my best to be gramatically correct (although I fail most of the times.

 

If there's something else I've forgotten or can improve feel free to leave a comment and I'll try to do my best to make this guide better.

Your English and instructions are pretty clear and concise. It is an excellent tutorial and I look forward to additional content.

 

Now for me to end up with a shit ton of time, A installer, and even more patience to do this. lol.

 

Jokes aside, this is great. One possible option you might want to do in the future is to work this on Word or something similar, export to PDF versions as you work through your tutorial. Then you can add photos etc and other important info as you go along and edit it as needed. If you ever decided to add info for other games or such later... you could then create a chapter for the needed changes provided the reader understands the current info. ;) It can grow with you as you have time to develop.

 

The PDF could be uploaded here on the downloads (Possibly) uploaded to Google Docs or whatever. Then you can use the OP for general introductions, coverage, and possibly plugin links/downloads and even some custom rigs or other important info that can't be transferred into the PDF.

 

I did a lighter version of this for the SCR Resources Tutorial I created. Had it gotten larger or needs to get larger in the future, then I would add that info onto the PDF and just note it in the OP somewhere.

 

In any case it is great that you are doing this.

I was wondering if this thread could get a stikey or moved to tutorial section http://www.loverslab.com/forum/29-tutorials-guides/ right now it will be buried pretty quick under the Adult section of skyrim and other animators may not find your post.

 

Seconded.

It would be a shame to loose this under an onslaught of other post.

 

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Oh dang this actually got stickied  :lol:

 

 

 

Jokes aside, this is great. One possible option you might want to do in the future is to work this on Word or something similar, export to PDF versions as you work through your tutorial. Then you can add photos etc and other important info as you go along and edit it as needed. If you ever decided to add info for other games or such later... you could then create a chapter for the needed changes provided the reader understands the current info. ;) It can grow with you as you have time to develop.

 

The PDF could be uploaded here on the downloads (Possibly) uploaded to Google Docs or whatever. Then you can use the OP for general introductions, coverage, and possibly plugin links/downloads and even some custom rigs or other important info that can't be transferred into the PDF.

 

I did a lighter version of this for the SCR Resources Tutorial I created. Had it gotten larger or needs to get larger in the future, then I would add that info onto the PDF and just note it in the OP somewhere.

 

In any case it is great that you are doing this.


I was wondering if this thread could get a stikey or moved to tutorial section http://www.loverslab.com/forum/29-tutorials-guides/ right now it will be buried pretty quick under the Adult section of skyrim and other animators may not find your post.

 

Seconded.

It would be a shame to loose this under an onslaught of other post.
 

 

 

And yeah I'll high likely make a pdf/word file of this guide, but for now there are still some things I want to add before I do that.

I'm switching a bit between writing this guide and animating myself so it just kinda depends on which one I want to do at that moment.

 

At least it sounds like it's helpful to other people, I've tried to make this guide a somewhat "guide for dummies" with mainly all the information in it which I was struggling with when I was completely unknowledged in animating.

 

I'll add a dummy version of rydin's SLAL guide soonish.

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Oh dang this actually got stickied  :lol:

 

 

 

Jokes aside, this is great. One possible option you might want to do in the future is to work this on Word or something similar, export to PDF versions as you work through your tutorial. Then you can add photos etc and other important info as you go along and edit it as needed. If you ever decided to add info for other games or such later... you could then create a chapter for the needed changes provided the reader understands the current info. ;) It can grow with you as you have time to develop.

 

The PDF could be uploaded here on the downloads (Possibly) uploaded to Google Docs or whatever. Then you can use the OP for general introductions, coverage, and possibly plugin links/downloads and even some custom rigs or other important info that can't be transferred into the PDF.

 

I did a lighter version of this for the SCR Resources Tutorial I created. Had it gotten larger or needs to get larger in the future, then I would add that info onto the PDF and just note it in the OP somewhere.

 

In any case it is great that you are doing this.

I was wondering if this thread could get a stikey or moved to tutorial section http://www.loverslab.com/forum/29-tutorials-guides/ right now it will be buried pretty quick under the Adult section of skyrim and other animators may not find your post.

 

Seconded.

It would be a shame to loose this under an onslaught of other post.

 

 

 

And yeah I'll high likely make a pdf/word file of this guide, but for now there are still some things I want to add before I do that.

I'm switching a bit between writing this guide and animating myself so it just kinda depends on which one I want to do at that moment.

 

At least it sounds like it's helpful to other people, I've tried to make this guide a somewhat "guide for dummies" with mainly all the information in it which I was struggling with when I was completely unknowledged in animating.

 

I'll add a dummy version of rydin's SLAL guide soonish.

 

If you do the PDF and build on this you can build on the dummies to Pro. keep on adding more and more complex ideas and concepts as the person learns. Perhaps even a project from start to finish that people can do to check their work and make sure they have the needed info and learn by actually doing. :)

 

But, yes.. even reading this helps me and I haven't even gotten the program or done a single step to do an animation. I have an overview and with this I can actually understand how some of the parts work together that I didn't before.

 

Keep up the good work

 

 

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Added the part for Sexlab Animation Loader.

I've also added spoilers to make the guide quicker accessable to find a specific part, and also to make it seem less like a wall of text (but it actually still is).

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