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Billyy's SLAL Animations (2026-6-4)


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Posted
9 minutes ago, Pfiffy said:

I believe that you will fill this emptyness soon...

not likely to happen soon, it seems like i'm getting slower and slower at making animations :bawling:

Posted
1 minute ago, MadMansGun said:

not likely to happen soon, it seems like i'm getting slower and slower at making animations :bawling:

Less work for me.... 

Posted
15 minutes ago, MadMansGun said:

just for that 10000 MORE MNC UPDATES!!!

This will be fun.... 10000 opportunities to forget the plugin...

@Billyy nice work as usual. Is it pssible to add the all 3 variants of the Glory Hole Anim next time? 

Posted
4 hours ago, NCK30 said:

Just tried these. Love your "cuffed" animations. 

Keep up the good work...

Echoing this!  Keep the "Cuffed" Animations coming!  

Posted

Falmers get animations over humans because they exist in Skyrim and need animations too. Humans get a lot of animations already, and they can also be viewed as ugly like falmers too. I personally like doing falmers/other humanoid creatures over actual humans as a preference and just on an ease of animation perspective. Human males seem bulky and stubbier making them a pain to get positions to align without clipping.

6 hours ago, Taloren3000 said:

Very beautiful animation! Thank you very much! Question: can make animations "Falmer_Holding2", "Falmer_3pService" for the human?

Technically Holding2 would be doable, but I generally I stay away from standard 2p human animations. I think I made a cuffed variant similar to that animation… The service one is hard to say, I made good use of ABC to enhance and also prevent clipping out of the females mouth (common issue with sideways oral animations as they just come out females cheek or side of neck. Soooo idk, maybe, but I can’t make any promises.

4 hours ago, NCK30 said:

Just tried these. Love your "cuffed" animations. I always thought that your animations were just creature. Therefore I never downloaded till now.

 

The cuffed doggy is a new favorite now along with the second stage of cuffed cowgirl.

 

 

Keep up the good work...

Yes, indeed. I’m pretty sure I’ve done a poor job advertising the fact that I do in fact -also- do human animations (everybody tell your friends!) Also are you talking about the yoke cowgirl? I’m not sure I’ve done a cuffed cowgirl yet…

Posted
1 hour ago, Billyy said:

Yes, indeed. I’m pretty sure I’ve done a poor job advertising the fact that I do in fact -also- do human animations (everybody tell your friends!) Also are you talking about the yoke cowgirl? I’m not sure I’ve done a cuffed cowgirl yet…

 

 

My mistake. I think it was called "Cuffed Holding". It was a mounted cowgirl with the female's arms cuffed on the back. That stage was epic!!

 

 

Incredible that You can pump out so many animations when I myself take 2 to 3 days for just one stage. Could be because it spend a lot of time to adjust hand/feet placements.

 

I saw in some of your animations that the hands are slighty away from the body. Along with Milky's animations these are some on the most fluent.

 

 

Do You know of a way to align / scale the hands better? - I tire of restarting Skyrim 20-30 times to get perfect allignment.

 

I read something about scaling hands to 0.85, but I see no such option in 3DS Max.

Posted
7 hours ago, Stevierage said:

Hu-mans are ugly too :wacko:

uglier humans then

3 hours ago, Billyy said:

Falmers get animations over humans because they exist in Skyrim and need animations too. Humans get a lot of animations already, and they can also be viewed as ugly like falmers too. I personally like doing falmers/other humanoid creatures over actual humans as a preference and just on an ease of animation perspective. Human males seem bulky and stubbier making them a pain to get positions to align without clipping.

i love how Billyy pays so much attention even to my comments instead of just ignoring my criticism, because he knows i already told many times what i'd like to see, and so he knows i'll never be completely happy with these animations :tounge_xd:

Posted

Having a very strange issue that I've localized to something in the insect pack as without it saves load fine. No errors in FNIS and before its asked I removed some unused animations from elsewhere so my total even with the full insect pack is actually less then before (down to only about 8800, but even at 9400-ish it was fine)). More, I had a older version installed and that also worked without incident, seems something in an update since is whats causing the issue (if I can find some older versions I can keep trying them until I run into whichever version first has the issue).

Posted
6 hours ago, NCK30 said:

 

My mistake. I think it was called "Cuffed Holding". It was a mounted cowgirl with the female's arms cuffed on the back. That stage was epic!!

 

 

Incredible that You can pump out so many animations when I myself take 2 to 3 days for just one stage. Could be because it spend a lot of time to adjust hand/feet placements.

 

I saw in some of your animations that the hands are slighty away from the body. Along with Milky's animations these are some on the most fluent.

 

 

Do You know of a way to align / scale the hands better? - I tire of restarting Skyrim 20-30 times to get perfect allignment.

 

I read something about scaling hands to 0.85, but I see no such option in 3DS Max.

Possibly. I’ve also made my process more efficient and just kind of know how to animate a lot of positions. Could also be detail, one could truly spend hours upon hours perfecting a single animation. Also the big thing may just be time invested. Between my irl job and animating I have very little time for other activities.

That aside, yes, I have those ‘hover-hands’, that I specifically will always use on humans as their body shapes can vary, and I try to strike a balance between thicc characters and skinny ones, with thicc ones being more favored as hover-hands looks better than clipping hands imo.

 

Hands were such a pain before I learned what was going on with them. First easy tip is that you can replace an animation file with skyrim running and it will use that new animation once you make it play again even just by changing the stage to another, then going back.

However the science behind the female hands is the same as any annoying scaled thing (IE creatures). The females hands are scaled down to 0.85 for their in-game models/skeleton, and exporting anything not at 1.0 will start crumpling the mesh in-game, so you want to make sure to export with things at 1.0.

So how do you put the female hands thing into practice? Basically you show the female bones layer in 3dsmax and select her wrist bone(s) and use the scaling translation tool thing to scale the whole thing to 85%. You’ll notice it causes her hands to shrink; This is where her hands will be in-game. So I begin my animation by scaling the hands to 0.85 so I can align everything, then when I'm done and exporting the female you have to scale the hands back to 100 (usually I just type 100 into each of the XYZ coordinates window you bring up via rick-click) to ensure her hands don’t get crumpled. Once you scale them back you don’t touch them again, they’ll obviously look like they won’t align correctly anymore, but when the animation plays in-game they’ll be where you had them aligned before when they were 0.85.

Male hands obviously don’t have this issue, as they are 1.0 in-game.

Hopefully that makes sense.

5 hours ago, Rettas said:

uglier humans then

i love how Billyy pays so much attention even to my comments instead of just ignoring my criticism, because he knows i already told many times what i'd like to see, and so he knows i'll never be completely happy with these animations :tounge_xd:

You generated a discussion, and I thought it was a somewhat relevant question others might have.  Now if you had simply said ‘falmers suck’, then I likely would have ignored it. Maybe one day I’ll have an update that gets your approval.

40 minutes ago, Lilzt3hcat said:

Having a very strange issue that I've localized to something in the insect pack as without it saves load fine. No errors in FNIS and before its asked I removed some unused animations from elsewhere so my total even with the full insect pack is actually less then before (down to only about 8800, but even at 9400-ish it was fine)). More, I had a older version installed and that also worked without incident, seems something in an update since is whats causing the issue.

Possibly coincidental? Nothing in there is any different to any of the other packs off the top of my head. You could try installing this Animation Loading Fix thing that from my limited testing helped out with those animation limit ctd things. https://www.nexusmods.com/skyrim/mods/98204?tab=description

Posted
1 hour ago, Billyy said:

Possibly coincidental? Nothing in there is any different to any of the other packs off the top of my head. You could try installing this Animation Loading Fix thing that from my limited testing helped out with those animation limit ctd things. https://www.nexusmods.com/skyrim/mods/98204?tab=description

 

Thank you, absolutely bizarre though I'm well under 9000 total anims but... that seems to have fixed the issue as I've went from saves will not load with the insect anims to it loads just fine. ?

 

Skyrim and its animation shenanigans sometimes I swear lol.

Posted
4 hours ago, Billyy said:

Possibly. I’ve also made my process more efficient and just kind of know how to animate a lot of positions. Could also be detail, one could truly spend hours upon hours perfecting a single animation. Also the big thing may just be time invested. Between my irl job and animating I have very little time for other activities.

 

That aside, yes, I have those ‘hover-hands’, that I specifically will always use on humans as their body shapes can vary, and I try to strike a balance between thicc characters and skinny ones, with thicc ones being more favored as hover-hands looks better than clipping hands imo.

 

 

Hands were such a pain before I learned what was going on with them. First easy tip is that you can replace an animation file with skyrim running and it will use that new animation once you make it play again even just by changing the stage to another, then going back.

 

However the science behind the female hands is the same as any annoying scaled thing (IE creatures). The females hands are scaled down to 0.85 for their in-game models/skeleton, and exporting anything not at 1.0 will start crumpling the mesh in-game, so you want to make sure to export with things at 1.0.

 

So how do you put the female hands thing into practice? Basically you show the female bones layer in 3dsmax and select her wrist bone(s) and use the scaling translation tool thing to scale the whole thing to 85%. You’ll notice it causes her hands to shrink; This is where her hands will be in-game. So I begin my animation by scaling the hands to 0.85 so I can align everything, then when I'm done and exporting the female you have to scale the hands back to 100 (usually I just type 100 into each of the XYZ coordinates window you bring up via rick-click) to ensure her hands don’t get crumpled. Once you scale them back you don’t touch them again, they’ll obviously look like they won’t align correctly anymore, but when the animation plays in-game they’ll be where you had them aligned before when they were 0.85.

 

Male hands obviously don’t have this issue, as they are 1.0 in-game.

Hopefully that makes sense.

 

Just tried this in 3DS Max. Thank You very much. It will save me a lot of pain in the future. In the process I also found a way to minimize deformation when the female hands / arms are above her head. I sort of tried this before, but forgot to click select in the bone layer window. Of course then nothing will happen, if it is not selected.

 

Also I installed OneTweak from the Nexus to use the borderless window, so I can Alt / Tab out of the game. If I can have it running then this will also be a major help.

No more 50/50 CTD chance every time I start up. With Skyrim every time You make a change to some files, it will always CTD when loading the first time. I have learned to live with that. It seems to happen more often after I got Windows 10 / installed latest Nvidia drivers.

Posted

Pillory and canine's dick are blue, everything else is perfect.  I read something about deleting a mesh to fix the problem, but it didn't say where/which mesh.  Can you help?

Posted

do you have any plans to do any animations involving female werewolves and/or vampire lords?

Posted
On 7/2/2019 at 1:11 AM, Billyy said:

Possibly coincidental? Nothing in there is any different to any of the other packs off the top of my head. You could try installing this Animation Loading Fix thing that from my limited testing helped out with those animation limit ctd things. https://www.nexusmods.com/skyrim/mods/98204?tab=description

 

I've actually been running the latest update but I've had to cut down on the misc pack and the furniture packs, didn't realize there was a possible solution to run it all, this is great news, I'll give this a shot too.

Posted
1 hour ago, ttpt said:

I've actually been running the latest update but I've had to cut down on the misc pack and the furniture packs, didn't realize there was a possible solution to run it all, this is great news, I'll give this a shot too.

Skyrim is really finicky at times with how much or what it will load, be great if my situation ended up helping others in some ironic way.

Posted

Thanks so much for the update Billy...that said, I feel there are a lot of animations already for Chaurus and Chaurus reapers I think...the denizens of Solstheim need more love too lol...

Posted

Magic dildo in game looks this way:

Spoiler

afsdaf.jpg.fc708f96a48cf19166beb7e168321894.jpg

It looks different in NifSkope:

Spoiler

afsdaf2.jpg.25cf9fb9d845ed6427debaa1b19f056c.jpg

 

Posted

Hello quick question if anyone would be able to help, Iv download all the appropriate files ran fnis and have xp skeleton, the animals do there thing but my character just stands there or just starts humping the air. I am using SAM body if that means anything and yes I have creature animations clicked in sexlab.  does billys animals not like men or am I doing somthing wrong?(probably). 

Posted
2 hours ago, hsk777 said:

Hello quick question if anyone would be able to help, Iv download all the appropriate files ran fnis and have xp skeleton, the animals do there thing but my character just stands there or just starts humping the air. I am using SAM body if that means anything and yes I have creature animations clicked in sexlab.  does billys animals not like men or am I doing somthing wrong?(probably). 

Quote

2. run/rerun the GenerateFNISforUsers.exe, if you don't the animations wont work/run.
C:\Games\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
or
C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
WARNING: Windows (Vista/7/8/10) Security may interfere with updating/overwriting the FNIS behavior files.
you may not even get a error message telling you that this has happened.
make sure FNIS and your mod manager (if your using one) are running with administrator privileges.
NOTE: try deleting "Data\meshes\actors\character\behaviors\0_master.hkx" and re-running FNIS again, that sometimes helps.

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

Posted
On 7/3/2019 at 3:29 AM, Lilzt3hcat said:

Skyrim is really finicky at times with how much or what it will load, be great if my situation ended up helping others in some ironic way.

Oh I'm actually in the same situation as you, I've had to cut down on those packs because I would hang on load otherwise and the number of animation I'm running now is lower than what I used to with previous version of this mod, down to about 10000 from a max of around 12000 or so before. Skyrim is finnicky but I'm willing to fiddle with some stuff to try to get as many anims as possible.

Posted

As a followup I do want to say that with the Animation loading fix mod I can run all the stuff in billy's pack plus other packs and my sexlab animation are at about 450 for humans and 450 for creatures so I'm near the limit anyway. There was a spear mod I wanted to try but that was way heavier on animation footprint than anything sexlab related but I'll try to load that on top of all the other stuff and see if I still hang on load or not.

Posted
3 hours ago, MadMansGun said:

2. run/rerun the GenerateFNISforUsers.exe, if you don't the animations wont work/run.
C:\Games\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
or
C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
WARNING: Windows (Vista/7/8/10) Security may interfere with updating/overwriting the FNIS behavior files.
you may not even get a error message telling you that this has happened.
make sure FNIS and your mod manager (if your using one) are running with administrator privileges.
NOTE: try deleting "Data\meshes\actors\character\behaviors\0_master.hkx" and re-running FNIS again, that sometimes helps.

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

Ok, I tried all that and same problem. The bear (which thanks for more bear animations!) starts his animation and my chacater just stands there.any other suggestions  you can give me? The MNC animations work just fine but not billys.

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