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Zaz Animation Pack V8.0 plus


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Posted
3 hours ago, RohZima said:

t.ara are you working towards some big milestone with Zaz pack? Or just seeing how it goes? I am thinking about starting a big mod soon which I have been putting off for a while. Using Zaz furniture..

Hello,

some month ago I mentioned that zap 9 will differ quite much from the existing zap 8 and  8 plus, depending on lot of corrections, the fully integration of DDa and the overall expansion of asssets, furnitures and clutter. ZAP 9 is NOT compatible anymore with the named versions, but with version of zap 7. Otherwise will ZAP 9 get different new mechanics, which have fundamental changes, how NPC and the character is reacting in water while in restraints, the possibility to activate a LOCK-mechanic for restraints and soon (I hope so) the locking for furnitures, which all come switch-able-so that downward-compatibility will be to v.7 as well possible. Modders, who build up their stuff on v.7 have not to change something and can simply start to add or use the more inovative new functions of version 9. Modders, who made mods with zap8 have to correct the furniture-places and they have to look for the furnitures, that they work with their assets, how they like them to work inside their mod.

ZAP 9 will get some new mechanics, which will handle and support very much complexer quest-mods, so that the quest-mods can concentrate on their MAIN questings and the pack is helping with the suiting "modules" inside of furnitures and with some character-behaviors like the "slow-walking" or drowning in the water.

 

If I sum this all together it´s maybe worth to wait for this LAST release of mine. I want to make it perfect and then let it to be used for some personal quest-ideas...I also like to create and learn to QUEST...:-)) In between I want to have mainly all dedicated important resources inside the pack so that it handles the overall stuff without the need of third or fourth-party stuff.

 

I put into it all my art and work I can do and I think that my friends and maybe also you can add what is missing, so to have a ready-to-go-"platinum-zap" in some month:-))

 

Posted
25 minutes ago, torrmm said:

Same here

Hello,

some month ago I mentioned that zap 9 will differ quite much from the existing zap 8 and  8 plus, depending on lot of corrections, the fully integration of DDa and the overall expansion of asssets, furnitures and clutter. ZAP 9 is NOT compatible anymore with the named versions, but with version of zap 7. Otherwise will ZAP 9 get different new mechanics, which have fundamental changes, how NPC and the character is reacting in water while in restraints, the possibility to activate a LOCK-mechanic for restraints and soon (I hope so) the locking for furnitures, which all come switch-able-so that downward-compatibility will be to v.7 as well possible. Modders, who build up their stuff on v.7 have not to change something and can simply start to add or use the more inovative new functions of version 9. Modders, who made mods with zap8 have to correct the furniture-places and they have to look for the furnitures, that they work with their assets, how they like them to work inside their mod.

ZAP 9 will get some new mechanics, which will handle and support very much complexer quest-mods, so that the quest-mods can concentrate on their MAIN questings and the pack is helping with the suiting "modules" inside of furnitures and with some character-behaviors like the "slow-walking" or drowning in the water.

 

If I sum this all together it´s maybe worth to wait for this LAST release of mine. I want to make it perfect and then let it to be used for some personal quest-ideas...I also like to create and learn to QUEST...:-)) In between I want to have mainly all dedicated important resources inside the pack so that it handles the overall stuff without the need of third or fourth-party stuff.

 

I put into it all my art and work I can do and I think that my friends and maybe also you can add what is missing, so to have a ready-to-go-"platinum-zap" in some month:-))

Posted
16 hours ago, RohZima said:

I love the tree and the three hole stocks thing, planning a mod with these

Thank you, no question-maybe I create also a different tree for the whole body standing inside it. It´s a complicated work to make a tree become like this..ggg

Posted
7 minutes ago, t.ara said:

LAST release of mine

so is this the last zap you will release or last mod in general (i'm guessing zap since you said you plan on making quest mods (which i'm looking forward to))

also, when once released, would the whole zap ultimate furniture pack and and other stuff be obsolete (wanna know so i can be prepared to delete it rather than forgetting to do so...)

Posted
6 hours ago, johntrine said:

so is this the last zap you will release or last mod in general (i'm guessing zap since you said you plan on making quest mods (which i'm looking forward to))

also, when once released, would the whole zap ultimate furniture pack and and other stuff be obsolete (wanna know so i can be prepared to delete it rather than forgetting to do so...)

Last zap update of mine-I mean: what will I have to add when it´s done??

 

(If otherwise I forgot something, I can of course add it afterwards-or if there´s another idea, we can try to add that-that´s not the problem  -  but the main process of the pack I want to have ready (for myself: the variety of assets and furnitures with a working locking-and behavior-mechanic, which is suiting for different game-play-styles)

 

...after zap 9 is out, you can,  but you must not use it (like usually)...TUFP you can forget if you do not have just a suiting mod for it...zap 8 has more to offer and comes with the zap-mechanic...if you play with zap 7, TUFP is aside a nice addition, but if you play zap 8 or 8+, tufp is nonsence and maybe it´s not working aside.

ZAP 9 is handling zap 8 + more mechanics + more items. We work on a modular mechanic (, there are some really ´professionals´ (me exclusive) working on the pack, aside me, and mostly they will start with their work, when I´m done. They will probably have their personal "outing" for some reason very much later,) so that different mods can take the advance of the pack.  If everything runs well and nobody of us becomes ill or "burns out" during our working here all around, we will have our fun with making this stuff ready:-)-> I have my fun with doing so;-)

By doing so, it is also guaranteed, that ZAP will be proofed continuously with quest-mods aside, so that the pack is before it´s release simply tested.

 

Posted

:classic_cool:cool-new icons:-):cakeslice::penguin:

today i made leather belts for the chair and before i could store them, my software crashed without the ability to safe...löl-everything´s gone-:cool:

so tomorrow i will repeat that again...:wacko::angel:

Posted
9 hours ago, t.ara said:

Last zap update of mine-I mean: what will I have to add when it´s done??

 

(If otherwise I forgot something, I can of course add it afterwards-or if there´s another idea, we can try to add that-that´s not the problem  -  but the main process of the pack I want to have ready (for myself: the variety of assets and furnitures with a working locking-and behavior-mechanic, which is suiting for different game-play-styles)

 

...after zap 9 is out, you can,  but you must not use it (like usually)...TUFP you can forget if you do not have just a suiting mod for it...zap 8 has more to offer and comes with the zap-mechanic...if you play with zap 7, TUFP is aside a nice addition, but if you play zap 8 or 8+, tufp is nonsence and maybe it´s not working aside.

ZAP 9 is handling zap 8 + more mechanics + more items. We work on a modular mechanic (, there are some really ´professionals´ (me exclusive) working on the pack, aside me, and mostly they will start with their work, when I´m done. They will probably have their personal "outing" for some reason very much later,) so that different mods can take the advance of the pack.  If everything runs well and nobody of us becomes ill or "burns out" during our working here all around, we will have our fun with making this stuff ready:-)-> I have my fun with doing so;-)

By doing so, it is also guaranteed, that ZAP will be proofed continuously with quest-mods aside, so that the pack is before it´s release simply tested.

 

From that I would say that to make a mod it's better to pick the best version and build the mod from that and make changes where you want, rather than making it a dependency. 

Posted
7 hours ago, RohZima said:

From that I would say that to make a mod it's better to pick the best version and build the mod from that and make changes where you want, rather than making it a dependency. 

"Best version" is always relative-if you do not like to wait you simply start with the project. You can always quite well change some things again if you want to add zap9 later, seems to be NO PROBLEM.

Posted
8 hours ago, Gräfin Zeppelin said:

Aaaaaw :(

yes, my dear countess;-)

-but I guess I have some points for improvement, which I can now merge into the next "try",

....this belts are necessary also on different other furnitures, an modern X-cross, on a "modern "horse" (restraint-block"), on another simple chair and on a "bondage wheel", which will not spin around.

My overall feeling to all of this items is, that this items are suiting very well to the game, despite any fears of mine.

Posted
1 hour ago, t.ara said:

"Best version" is always relative-if you do not like to wait you simply start with the project. You can always quite well change some things again if you want to add zap9 later, seems to be NO PROBLEM.

All I will do is have furniture around which can be used by player or npc via ai package, that's probably it. If I was going to do some quest...

 

Hey I just thought, if you are going to start making quests we could collaborate, since I am into animating and level design... 

 

What I am thinking is to make a city, based somewhat on the Shivering Isles, with two sides that are very different style. It will be one of the Myriad Realms of Sanguine, haven't thought of the name.

 

I can make basic quest and lore for the city, the overall story, NPC dialogue, design a nice environment with custom assets, but for sex related quests, ie stuff like the mod 'Thief' I will be out of my depth because I can't really script.

 

I can animate and I know my way around the CK though...

Posted
32 minutes ago, RohZima said:

All I will do is have furniture around which can be used by player or npc via ai package, that's probably it. If I was going to do some quest...

 

Hey I just thought, if you are going to start making quests we could collaborate, since I am into animating and level design... 

 

What I am thinking is to make a city, based somewhat on the Shivering Isles, with two sides that are very different style. It will be one of the Myriad Realms of Sanguine, haven't thought of the name.

 

I can make basic quest and lore for the city, the overall story, NPC dialogue, design a nice environment with custom assets, but for sex related quests, ie stuff like the mod 'Thief' I will be out of my depth because I can't really script.

 

I can animate and I know my way around the CK though...

Nice, anyway for the moment I am not able to script a serious quest, but if I do so, it will be in tradition close to bethesda´s work. I´d personally start with a "search-a-person" script and a simple quest for a "skyrim-rapunzel" gameplay. I have a suiting tower and I can also create suiting NPC´s for that. This quest is a simple way to begin with such a stuff.

 

A whole city is a very interesting idea and I have ideal mesh-resources for such an enterprise in stock. IDK if it´s possible to change the existing LOD-map of the vanilla game-I heard it´s quite difficult-or not possible-LOD would be really important, if we would start with that....travelling to another island is also well, but not the same-there´s lot of free space inside the ocean-sections of the map and for such a city is maybe a place somewhere....what I do not like-ICE and cold regions....I´d prefer to add something like the riverwood-area-forrest and houses with full accessible load-doors-quality before quantity, I mean. I first have to "finish" the work on zap, which should not be missunderstood.

 

 

P.S. I would like if you would create some animations for zap, sitting, standing, laying - animated poses - teasing -model-like...can be with HDT chains or in rope-ties....erotic-poses while moving....this would be great....long-looped for IDLES and furniture-markers as well...this is MISSING for now. You can also add animated objects or create animations with or inside of furnitures....maybe ZAP could also offer a mechanic to start paired stuff....this is maybe something, what can be added to a lock-furniture-function so to have an npc involved, into an interaction....

 

 

 

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Posted
16 minutes ago, t.ara said:

Nice, anyway for the moment I am not able to script a serious quest, but if I do so, it will be in tradition close to bethesda´s work. I´d personally start with a "search-a-person" script and a simple quest for a "skyrim-rapunzel" gameplay. I have a suiting tower and I can also create suiting NPC´s for that. This quest is a simple way to begin with such a stuff.

 

A whole city is a very interesting idea and I have ideal mesh-resources for such an enterprise in stock. IDK if it´s possible to change the existing LOD-map of the vanilla game-I heard it´s quite difficult-or not possible-LOD would be really important, if we would start with that....travelling to another island is also well, but not the same-there´s lot of free space inside the ocean-sections of the map and for such a city is maybe a place somewhere....what I do not like-ICE and cold regions....I´d prefer to add something like the riverwood-area-forrest and houses with full accessible load-doors-quality before quantity, I mean. I first have to "finish" the work on zap, which should not be missunderstood.

 

 

P.S. I would like if you would create some animations for zap, sitting, standing, laying - animated poses - teasing -model-like...can be with HDT chains or in rope-ties....erotic-poses while moving....this would be great....long-looped for IDLES and furniture-markers as well...this is MISSING for now. You can also add animated objects or create animations with or inside of furnitures....maybe ZAP could also offer a mechanic to start paired stuff....this is maybe something, what can be added to a lock-furniture-function so to have an npc involved, into an interaction....

 

For the location it would be a new worldspace, not connected to Skyrim. For the map you can generate the height map in blender and import it into the CK. I tried once but failed. But that's probably what I'll do.

 

For the animations, I can, if I know what to do. You can send me some links to a video or picture and tell me what it's for. 

 

I was planning to start making a series of animations using assets from Zap as animObjects for my SLAL and poser packs, so I can do that no problem.

Posted
6 hours ago, RohZima said:

For the location it would be a new worldspace, not connected to Skyrim. For the map you can generate the height map in blender and import it into the CK. I tried once but failed. But that's probably what I'll do.

 

For the animations, I can, if I know what to do. You can send me some links to a video or picture and tell me what it's for. 

 

I was planning to start making a series of animations using assets from Zap as animObjects for my SLAL and poser packs, so I can do that no problem.

Thank you, Roh;-)

you  simply work on those material, which you like to create without any examples. In the past there has been halo´s poser, which had LOT of POSES-if those poses would be melted to be animations and not only STILL poses, this sort of animations would have been very much perfect. I can only suggest to look to soft-poses of models-simply the typical stuff...what you can watch, if a playboy-pet is posing before a video-cam....depending on assets (animated objects and zap-assets) or simply without them. You do not have to add animated objects for real to the animation -ONLY then, if the animation is made exactly for an IDLE marker. I can for a furniture ADD every item by using ZAP´s function, specially HDT items as well (which is not working if HDT is wanted to be an AO-that´s NOT working!!)...HDT-chain compatible animations I will prepare to be a FURNITURE-MARKER and this sort of furniture could be used for teasing NPCs or it could be a task from the dominant-npc for the player. Otherwise those furnitures will be able to un-equip the cloth of the npcs and by this, you can reach very much erotical-seneries for different purposes.

I´m very much sure, that you have enough ideas for that, in comparison with me.

If you want to see an HDT-item as AO-object, you can only call it by using a script. In zap is this script sitting inside the furniture, where it belongs and only is being used, IF it´s necessary. 

If you are including a table or a sideboard, those assets can be AO´s and with zap I´d make them to become a furniture or a furniture-marker, which is virtually showing the height and collision of the virtual used object so that this marker can be used for different suiting places.

 

 

Posted

zazBondageChairIE (Dual) - perfect for "pee-games", whatever!)

 

(Iron-Cuff-Version), dual furniture-complete ready with two seats, "sub 1" and "sub2".

(modern item but you can exchange every detail of textures, every single screw, if wanted....)

 

Cheers:wine:!

 

 

 

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Posted
16 hours ago, RohZima said:

For the location it would be a new worldspace, not connected to Skyrim. For the map you can generate the height map in blender and import it into the CK. I tried once but failed. But that's probably what I'll do.

 

For the animations, I can, if I know what to do. You can send me some links to a video or picture and tell me what it's for. 

 

I was planning to start making a series of animations using assets from Zap as animObjects for my SLAL and poser packs, so I can do that no problem.

Could you actually do paired whipping animations for Sexlab? That is something that is dearly missing...

 

Even maybe a threeway with 1 male fucking one female and 1 male whipping the female in the meantime, hehe.

 

 

Posted
46 minutes ago, Nymra said:

Could you actually do paired whipping animations for Sexlab? That is something that is dearly missing...

 

Even maybe a threeway with 1 male fucking one female and 1 male whipping the female in the meantime, hehe.

 

 

I have a lot of spanking/caning/paddle animations for SLAL but not whipping. I don't know how to do a whip properly as an animObject. It would need to be as a weapon

Posted
10 hours ago, t.ara said:

If you are including a table or a sideboard, those assets can be AO´s and with zap I´d make them to become a furniture or a furniture-marker, which is virtually showing the height and collision of the virtual used object so that this marker can be used for different suiting places.

I'll let you know when I have built up a decent library of bdsm style animated poses, then you can just take the hkx files and do the rest. For the animobject of stuff like chairs, I don't 'maneuver' them around. The load in the default position at the root bone of the npc. So the root node of the npc and the object are in the same spot. So basically I think it will be easy to use those hkx files with the furniture marker. 

 

Anyway, I'll let you know.

Posted
2 hours ago, RohZima said:

I have a lot of spanking/caning/paddle animations for SLAL but not whipping. I don't know how to do a whip properly as an animObject. It would need to be as a weapon

That´s absolutely correct. Originally the whipping is an attack, build in by the game itself-there are some variations, which all can be called by AI packs and by a script. All suiting animations are in game. Sound and arousal included. Weapon can be chosen. This is simply no any more necessary to be again created. ZAP has a whipping-AI-pack on board, which is working in different mods.

I sent you some few thoughts of my "making-of" which is maybe helpful for your ongoing work.

Posted
3 hours ago, Nymra said:

Could you actually do paired whipping animations for Sexlab? That is something that is dearly missing...

 

Even maybe a threeway with 1 male fucking one female and 1 male whipping the female in the meantime, hehe.

 

 

This stuff is existing with suiting sound and decal-attach-a typical skyrim attack in for minimum 4 different ways.

A quest-nodder can add your described scene from sexlab without any further animation-creation. Attack animations are existing in different forms inside of the vanilla gameplay. If you create new attack-animations, they have to be used in place of the old ones, so to be supported inside the existing behavior-files, so that they can take advance of the behavior effects, which can not be created in a different form. The weapons for this and suiting decals are inside the pack since version 8 you can choose pads, canes and all the older whips-as far I know can you choose from 12 different items for whipping inside zap. Beside is the pack offering BRANDING irons with suiting furniture and their animations for a complete branding scene-but that´s another thing.

This is not needed anymore.

Posted
2 hours ago, RohZima said:

I'll let you know when I have built up a decent library of bdsm style animated poses, then you can just take the hkx files and do the rest. For the animobject of stuff like chairs, I don't 'maneuver' them around. The load in the default position at the root bone of the npc. So the root node of the npc and the object are in the same spot. So basically I think it will be easy to use those hkx files with the furniture marker. 

 

Anyway, I'll let you know.

If you have made an animation, it´s for me the best to have the last work file of 3dsmax-because hkx files are output-files (only for FNIS interesting)-in that case I do not have any target point and I do not know, which rig you used and so on. The root node should NEVER become animated, there are only a few exceptions. If the root node is "moving", the animation can probably not being used anymore.

The place of the root-node is absolutely not interesting /important-you can place it where and how you like-normally I do not touch it. Animated object will GLUE to the skeleton bone if weight painted HIGHLY , it will not deform within the body and the object is always connecting to the body-mesh, where you wanted to place it-I wrote you a p.m. related to this theme.

If you glue a chair to the butt-it´s not anymore important where the butt is swinging-the chair will glue there and follow to the addressed bone;-)) lol.

 

 

Posted

I suggested also GUNSLICER to integrate suiting animations of his work up into ZAP.

By this way, his work becomes more handy and accessible and some items are pretty much worth to become furnitures.

If you create animations which are "sexy-nice-handsome" (whatever) and by that way suiting to zap,

please let me know.

 

Thank you!

 

 

This is again underlining, that ZAP is a COMMUNITY-PROJECT.

Posted
5 hours ago, t.ara said:

That´s absolutely correct. Originally the whipping is an attack, build in by the game itself-there are some variations, which all can be called by AI packs and by a script. All suiting animations are in game. Sound and arousal included. Weapon can be chosen. This is simply no any more necessary to be again created. ZAP has a whipping-AI-pack on board, which is working in different mods.

I sent you some few thoughts of my "making-of" which is maybe helpful for your ongoing work.

That is not correct. Whipping cannot be started via sexlab, so a scene with whipping is still missing, especially ones where the female is locked in furniture ?

 

 

Posted
5 hours ago, Nymra said:

That is not correct. Whipping cannot be started via sexlab, so a scene with whipping is still missing, especially ones where the female is locked in furniture ?

 

 

Roh mentioned:

 

"....It would need to be as a weapon...." (the animated object)

 

I agreed:

 

->it´s absolutely correct-if you want a whip to become a working item inside of skyrim, you define it as a weapon, because the zap-whipping pack is taking advance of the skyrim attack functions in a "mild" way. Canes and paddles cause less damage on the npc or player, you can cause an NPC to die, same for the player.

If you otherwise create the whip to stay an Animated Object, you will have no chance to create a behavior with sound, decals and damage-effect, like in comparison the weapon behavior is offering. 

And the way to create a whip to become a weapon is the common and logical way to integrate whipping into skyrim.

 

(did we mention sexLab and it´s functions-?-so i don´t care-sexLab is related to zap a mod for sex-scenes (paired animations and more) and it support(ed) (s) some assets of ZAP/DD because they got together "trimmed" for suiting sex-scenes by wearing restraints/furniture in the past: yoke, wrist-restraints, armbinder, pillory)

(zap furnitures and assets are "especially" unisex, except: (new) female-clothing)

At least I can only add here, that every furniture has informations about different things, also if it´s suiting for "whipping", so a NPC with suiting command is able to find and choose the furnitures by their parameters.

Posted
14 hours ago, yyjddgr3 said:
How about put an automatic lock on the torture furniture? You can set the time in your setup and you can't leave the NCC or Player for a certain period of time if you use the furniture.

hello,

we try to add a lock and torture-mechanic...deadly, painful.....all what makes sense somehow. Anyway the USE of this mechanics should be set by a quest mod. We have a lock mechanic for restraints inside, a neaby npc who has suiting keys can free u or depending on the irons and ropes, the npc can do that without a key....if you are more far away from npcs, you have a problem. Smith´s can also open iron-restaints...this function is switch-able I wish to have something close also for the furnitures with their suiting effects-likewise switch-able: so a quest-mod can use that functions or do it all alone. 

NPCs can outcast you on to a small island or put you into a middle of a bigger pool:

In restraints you can not escape from there-because you drown if you try to swim...this is a really massive improvement and very interesting for such a gameplay. I hope we can also put the other ideas perfectly into the mod.

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