Innitaris Posted August 16, 2017 Posted August 16, 2017 I play beast races pretty much exclusively, so it becomes kind of annoying to have one's tail flailing wildly through one's partners' bodies and blocking the view of all sorts of parts in various animations. I've been equipping HDT tails since they don't interfere like that, but...isn't there something out there that adjusts the tail position during sexlab animations? Moves it to the side? Anything? Using the HDT equippable tails is troublesome in a variety of ways. I've had a look around but can't seem to find anything.
MadMansGun Posted August 16, 2017 Posted August 16, 2017 there was this but i don't know if it still works or not: http://www.loverslab.com/topic/47621-argonian-tail-in-sexlab-solution-idea/?p=1225224 edit: no it's not working anymore http://www.loverslab.com/topic/47621-argonian-tail-in-sexlab-solution-idea/?p=1612674
NightroModzz Posted August 16, 2017 Posted August 16, 2017 Far on my to-do list, but will only be default gameplay related animations and idols. Not sexLab related mods. No promises though.
MadMansGun Posted August 16, 2017 Posted August 16, 2017 SexLab can use tail animations if some are made, but SLAL on the other hand has no way of adding/using them (that i know of) because the tails are sort of treated like another actor attached onto the player/npc, SLAnimGenerate lacks whatever programing is needed to deal with "2 actors as one"
Blaze69 Posted August 16, 2017 Posted August 16, 2017 SexLab can use tail animations if some are made, but SLAL on the other hand has no way of adding/using them (that i know of) because the tails are sort of treated like another actor attached onto the player/npc, SLAnimGenerate lacks whatever programing is needed to deal with "2 actors as one"Really? I didn't know tail anims worked like that. I know they had their own "tail-only" anims, like any other Auxbones setup, but I thought they were simply linked to "main" anims via behaviour files or something like that. Kinda going like "when main rig plays SneakingAnim/sends that animevent, tail plays SneakingAnimTail", and so on in the TailBehavior.hkx file or something like that. In that case, as long as a matching tail anim was defined in the behaviour files, any SL or non-SL anim could be given a specific tail animation, or so it seemed. But chances are I was indeed wrong.
Skullered Posted August 16, 2017 Posted August 16, 2017 I managed to add tail animations, so it gets out of the way to every SL animation using the tail animation files in MNC 9 (they've been removed from SLAL edition for some reason), and then generating my own FNIS behaviours for personal use. You don't need to define additional animations in SLAL, or make strange behaviours, nothing of the sort, it really isn't that complex. You just name the animation name the same as the regular animation in the FNIS .txt list, generate it, and you're done. [meshes\auxbones\tail\animations\Billyy_Creature\FNIS_Billyy_Creature_tail_List.txt] s B_Werewolf_Billyy4pGangbang_A1_S1 ..\MoreNastyCritters\WerewolfRedone_A1_S3.hkx + B_Werewolf_Billyy4pGangbang_A1_S2 ..\MoreNastyCritters\WerewolfRedone_A1_S2.hkx + B_Werewolf_Billyy4pGangbang_A1_S3 ..\MoreNastyCritters\WerewolfRedone_A1_S3.hkx + B_Werewolf_Billyy4pGangbang_A1_S4 ..\MoreNastyCritters\WerewolfRedone_A1_S2.hkx Works perfectly for every animation. SLAL, Devious Devices etc.
MadMansGun Posted August 17, 2017 Posted August 17, 2017 Really? I didn't know tail anims worked like that. I know they had their own "tail-only" anims, like any other Auxbones setup, but I thought they were simply linked to "main" anims via behaviour files or something like that. Kinda going like "when main rig plays SneakingAnim/sends that animevent, tail plays SneakingAnimTail", and so on in the TailBehavior.hkx file or something like that. In that case, as long as a matching tail anim was defined in the behaviour files, any SL or non-SL anim could be given a specific tail animation, or so it seemed. But chances are I was indeed wrong. they have there own skeleton, use there own behavior files and use up slots in FNIS, so i'm mostly assuming that's how they work because that's how it looks to me. (they've been removed from SLAL edition for some reason) because when i tried to do that i ended up with no tail animations at all for anything (eg: running, jumping). i did hold onto the files but i'm useless without SLAL's SLAnimGenerate tool to deal with the JSON/FNISlist bullshit for me. MNC SLAL leftover.7z
Skullered Posted August 17, 2017 Posted August 17, 2017 (they've been removed from SLAL edition for some reason) because when i tried to do that i ended up with no tail animations at all for anything (eg: running, jumping). i did hold onto the files but i'm useless without SLAL's SLAnimGenerate tool to deal with the JSON/FNISlist bullshit for me. MNC SLAL leftover.7z Works for me after adding the MNC prefix to all animations in the list.txt file, and generating a behavior file with GenerateFNISforModders.exe, and then running the regular FNIS tool. MNC SLAL leftover-1.7z
MadMansGun Posted August 17, 2017 Posted August 17, 2017 Works for me after adding the MNC prefix to all animations in the list.txt file, and generating a behavior file with GenerateFNISforModders.exe, and then running the regular FNIS tool. that's still not working on my end, even with a pre sexlab save file loading everything as new.
Blaze69 Posted August 17, 2017 Posted August 17, 2017 that's still not working on my end, even with a pre sexlab save file loading everything as new.Have you tried deleting the whole tail auxbones folder first? Maybe you have some leftover FNIS files from a previous try and they are screwing up the tails. Delete the folder and then reinstall this file and rerun FNIS. I had a similar problem once with creatures being stuck in a T-pose back before I learnt how to properly use FNIS with MO. I had just uninstalled SL and thus I didn't have any creature anims, so FNIS didn't generate new behaviour files for them, but the previous ones were still there and screwed them up until I manually deleted all of the previous FNIS creature stuff. Something similar may be happening with tail anims.
MadMansGun Posted August 17, 2017 Posted August 17, 2017 Have you tried deleting the whole tail auxbones folder first? Maybe you have some leftover FNIS files from a previous try and they are screwing up the tails. Delete the folder and then reinstall this file and rerun FNIS. i deleted the "auxbones" folder last may, so that's not the problem. i could try deleting the "character" FNIS files but i don't think that will do anything ether. edit: still nothing.
Skullered Posted August 17, 2017 Posted August 17, 2017 Have you tried deleting the whole tail auxbones folder first? Maybe you have some leftover FNIS files from a previous try and they are screwing up the tails. Delete the folder and then reinstall this file and rerun FNIS. i deleted the "auxbones" folder last may, so that's not the problem. i could try deleting the "character" FNIS files but i don't think that will do anything ether. edit: still nothing. The tails oddly enough require FNIS Creature Pack installed. Check if the _TEMPLATE.txt files are missing in behaviors and characters. If those files are present already, then honestly, I have no clue.
MadMansGun Posted August 17, 2017 Posted August 17, 2017 Check if the _TEMPLATE.txt files are missing MOTHERFUCKING MUNDANE DETAILS!!! EVERY GODDAM FUCKING TIME!!! IF IT'S NOT SOME MOTHERFUCKING COMMA MISSING IN SOME FUCKING SCRIPT SOMEWHERE IT'S SOME OTHER FUCKING BULLSHIT FUCKING THING!!! so yea, like i said earlier: "i deleted the "auxbones" folder last may" therefor that would have included the "tailcharacter_default_TEMPLATE.txt" and "tailbehavior_TEMPLATE.txt". anyone have a tutorial for making tail animations? because i have some catching up to do....
fore Posted August 17, 2017 Posted August 17, 2017 Have you tried deleting the whole tail auxbones folder first? Maybe you have some leftover FNIS files from a previous try and they are screwing up the tails. Delete the folder and then reinstall this file and rerun FNIS. i deleted the "auxbones" folder last may, so that's not the problem. i could try deleting the "character" FNIS files but i don't think that will do anything ether. edit: still nothing. The tails oddly enough require FNIS Creature Pack installed. Check if the _TEMPLATE.txt files are missing in behaviors and characters. If those files are present already, then honestly, I have no clue. Tails is seperate from "character", in a seperate folder, with its own skeleton, behaviors, and animations. Just like creatures. So where should I have put it? Into a separate Tail Pack? And therefore you have to press the "De-Install Creature" button in FNIS when you want to uninstall a tail mod. Just like for every creature mod. But that of course is not necessary any more if you remove the whole auxbones folder.
Skullered Posted August 17, 2017 Posted August 17, 2017 Have you tried deleting the whole tail auxbones folder first? Maybe you have some leftover FNIS files from a previous try and they are screwing up the tails. Delete the folder and then reinstall this file and rerun FNIS. i deleted the "auxbones" folder last may, so that's not the problem. i could try deleting the "character" FNIS files but i don't think that will do anything ether. edit: still nothing. The tails oddly enough require FNIS Creature Pack installed. Check if the _TEMPLATE.txt files are missing in behaviors and characters. If those files are present already, then honestly, I have no clue. Tails is seperate from "character", in a seperate folder, with its own skeleton, behaviors, and animations. Just like creatures. So where should I have put it? Into a separate Tail Pack? And therefore you have to press the "De-Install Creature" button in FNIS when you want to uninstall a tail mod. Just like for every creature mod. But that of course is not necessary any more if you remove the whole auxbones folder. I know. It just seemed a bit weird, considering tails aren't exactly a "creature", you would think it would be included with the main package, and not creatures pack, because they hook with regular humanoid animations. I'm guessing the reason for it not being included in the main file is more because of the implementation, and not you simply not wanting to leave it in.
Blaze69 Posted August 17, 2017 Posted August 17, 2017 Oh, okay, good to hear the whole thing got sorted out. Here's to hoping we get some tail anims soon, though seeing how busy MMG is, I'd say we are not in a rush or anything, lol.
MadMansGun Posted August 17, 2017 Posted August 17, 2017 Oh, okay, good to hear the whole thing got sorted out. Here's to hoping we get some tail anims soon, though seeing how busy MMG is, I'd say we are not in a rush or anything, lol. i'm sure it will turn out to be a fucking nightmare to do, like everything else these days.
fore Posted August 17, 2017 Posted August 17, 2017 Tails is seperate from "character", in a seperate folder, with its own skeleton, behaviors, and animations. Just like creatures. So where should I have put it? Into a separate Tail Pack? And therefore you have to press the "De-Install Creature" button in FNIS when you want to uninstall a tail mod. Just like for every creature mod. But that of course is not necessary any more if you remove the whole auxbones folder. I know. It just seemed a bit weird, considering tails aren't exactly a "creature", you would think it would be included with the main package, and not creatures pack, because they hook with regular humanoid animations. I'm guessing the reason for it not being included in the main file is more because of the implementation, and not you simply not wanting to leave it in. Biologically you are right, technically not. Tail has its own separate skeleton/behavior/animations, it's (argonian) mesh is under Armor-Addon. Yes, it shares animation events with the character, but so does a horse, or even a bow. So it's totally separate from "character", for which FNIS was exclusively designed in the beginning. All other objects are in a different pool which historically was called "creature" for the average user. Internally I have called them "Behaviored Objects". Because theoretically I could add bows, traps, dwemer machines. Everything that has a havok core. But do you think the "the average user" would understand that term?
MadMansGun Posted August 18, 2017 Posted August 18, 2017 DAMMIT ANYWAYS... i'm trying to make new tail animations, but so far it's not working out. edit: we could reuse some of skyrim's stock tail animations if all else fails
Blaze69 Posted August 18, 2017 Posted August 18, 2017 i'm trying to make new tail animations, but so far it's not working out.I'm basically guessing at this point, but would it help to load up the already-existing (and working) tail anim files to see how they are set up? Though chances are you already thought of that. Otherwise, since IIRC b3lisario was the one to create them and they've been MIA for a long while, you'll have to work in the dark with those. Unless fore or someone else has info on tail anim creation, that is.
MadMansGun Posted August 18, 2017 Posted August 18, 2017 I'm basically guessing at this point, but would it help to load up the already-existing (and working) tail anim files to see how they are set up? Though chances are you already thought of that. Otherwise, since IIRC b3lisario was the one to create them and they've been MIA for a long while, you'll have to work in the dark with those. Unless fore or someone else has info on tail anim creation, that is. it's more of a skeleton/node list problem, so importing animations wont help with that, but my last attempt looked a bit less spaghettified, so i think i'm getting there.
MadMansGun Posted August 18, 2017 Posted August 18, 2017 fuuuuck, i'm so close, it's almost working, but i'm still missing something....and i bet it's mundane as fuck.
MadMansGun Posted August 18, 2017 Posted August 18, 2017 oh for the love of fuck, What kind of programmer would condone such fuckery?..... to export a tail animation you need to first delete all the bone nodes for the body (including the root node) and then move "TailBone01" down to zero on the Z axis. the tail mesh will look spaghettified in 3DS Max, but it will be fine in game. the node list for HKX export looks like this: TailBone01TailBone02TailBone03TailBone04TailBone05 and now i have a lot of work to get done....after i take some ibuprofen.
ingeloak Posted December 10, 2017 Posted December 10, 2017 Any progress on a completed mod for these fixes? I recently found the Shark race, which looks like fun -- but I also use a lot of LL's sex mods, and don't want my character's tail spiking up through my partner's back or chest like Vlad the Impaler. :)
MadMansGun Posted December 10, 2017 Posted December 10, 2017 1 hour ago, ingeloak said: Any progress on a completed mod for these fixes? I recently found the Shark race, which looks like fun -- but I also use a lot of LL's sex mods, and don't want my character's tail spiking up through my partner's back or chest like Vlad the Impaler. :) i fixed a fare number of MNC animations and most of my own SLAL Pack, if needed the tail animations i have made can be copied over and renamed for other (non-paywalled) SLAL packs if needed, i have not finished my tail guide yet but here is the important part: Quote tail animations are added the same way as the character animations, but there are some differences: 1. you add the HKX files to this folder: Data\meshes\auxbones\tail\animations\YourSLALPackNameHere 2. SLAL's SLAnimGenerate.pyw will not make/update the tail's FNIS List, so you will need to make/edit it by hand. tip: you can just copy the character FNIS List in your SLAL Pack over to the tail's animation folder, and then delete any lines in the copy you have not made tail animations for yet, but don't forget to rename the file to "FNIS_YourSLALPackNameHere_tail_List.txt". 3. tail animations need to be named exactly the same as the character animations that they are made for. (eg: if the character animation is named hal_sexyfuntime_a1_s1, then so should the tail animation.) 4. don't forget before you run GenerateFNISforUsers.exe you first need to run the generatefnisformodders.exe on your FNIS_YourSLALPackNameHere_tail_List.txt to create the behavior file for GenerateFNISforUsers.exe to read. or you can make use of a interesting animation bug: SexLab will continue to play the last tail animation that is loaded, therefor if you load a scene that has a tail animation and then switch to one that does not the tail will keep using the animation from the previous scene.
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