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trepleen

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  1. Zaz, Won't that mean the "use object" label will be away from the furniture? So if I look at the custom bathtub I made, the "use bathtub" label will be at 0,0,0 while the actual furniture object is moved entirely away from 0,0,0 ?
  2. Zaz, I made custom furniture with custom animation associated to it's activation. Sometimes when the NPC activates the furniture, the animation won't line up properly. Do you know what causes this? It seems to happen when I'm somewhat close to the NPC. Is there anyway to guarantee that the animation always aligns correctly when NPC activates custom furniture?
  3. How do you edit the femalehead.tri file? Is this something you can import into 3d studio max?
  4. When I apply expressions via: sexlab.applypreset(game.getplayer(), facialsettinsg1) It doesn't seem to blend from the previous expression to the new expression. it's just a sudden change. Anyway to get the expressions to blend into each other? I figured it out, check this post for tutorial & script: http://www.loverslab.com/topic/44661-facial-animation-tutorial-with-lip-sync-papyrus-script/
  5. Hey guys, what do you need me to do with the CBBE HDT body I made to make things easier? Is there a modified version that you guys made that you want me to upload? I'm here, please tell me anything I can do to make groovtama's and your lifes easier.
  6. Hi guys & gals, Trepleen here. Maker of http://CBBE HDT BODY with Female Genital (ALPHA TEST) 1.0a The problem is in the animation. A lot of animators for sexlab export their sex animations with unused bones. How to fix the animation in the screenshot above. You have to use HKXCMD.exe to decrypt the animation hkx in the screenshot. Edit the XML file and strip out all bones after 99. That will fix it. FNIS sexy move animations had the same problem of unused bones being in the animation. Please check this post for more information on correcting the issue: http://www.loverslab.com/topic/37744-cbbe-hdt-body-with-female-genital-alpha-test/?p=947796 Never export animations from 3d studio max using the full havok bone list. Only export the minimum 99 bones plus any extra bones that are actually being used. I could probably fix that animation later today if you tell me what it is. Then I'll document how I fixed it so everyone can begin fixing animations that were exported incorrectly.
  7. you know I may have an idea to make this easier. Since the schlong's can't scale, why dont you just offer 3 different skeletons,...one with a large scaled GenBase, one with a normal, and one small,... by choosing the penis size at installation you choose a sized skeleton to install,...then you only need one animation that can play on all 3 skeleton genBase sizes. This is kinda like how the sos equipable schlong is,...you cant scale it unless you scale the skeleton.nif. you can quickly scale the skeleton in nifskope 3 different sizes and have players choose one during install options. This would also allow you to only have to make one hdt mesh and one non-hdt,...and depending on the skeleton you chose,...the mesh would scale with the skeleton Wouldn't their still need to be two animations to determine how wide to open the vagina? Making two animations is not a problem. Once I make the first one, I save the project. Then widen the vagina, export the second animation, done. I'm still going to research this solution more thorough when I get to it, I'll think on this. Excellent. Indeed, that is the one thing I need to learn how to do, is create those dials. I have a youtube tutorial bookmarked to review as soon as I get back into 3DSmax. You're right that we could do testing now, but this current change to the body types is huge. I need to document it first and look over the data. Yes, I've figured out how to use bodyslide thanks to all the support for it. The nude suit would easily change depending on how you customize your main character. I see. I need to look into paired animations then. Good info. Me too,...all I know is that when I first started animating SKyrim,...I thought It would be like paired animations,....didnt realize its 2 separate idles forced to align by extended scripting. Its gotten much better recently with Sexlab updates,.....initially for MLA,.......those first 5 animations were made by japanese modders,....I studied their animations to learn they were offseting their actors to allow them to appear near each other without their hitboxes repeling each other,...I was the second english speaking person to do this,...the first was the AP author,...which operates on nexus,... So I took the new body with breast nodes by caliente and made what im pretty sure were the first BBP "sex paired" animations for skyrim,.....but now sexlab disables collision hitboxes,...so you dont have to offset,....but unlevel terrain or different scaled actors can still misalign,... but with paired animation,....since the skeleton is one,..there is no physics to interfere between them,....even on unlevel terrain,...one actor will auto float or sink down to the other to attach to the skeleton Also,...eliminates need for a framework really,...aside from registering and calling the animation. its ideal for cutscene-like animations like the skyrim intro you did a paired animation with the guy who tries to chop off your head Fore told me he was pretty sure registering new paired aniamtions and calling them in skyrim was impossible,...but somehow he found a way to include it in FNIS,....im pretty sure he knows more about havok behavior then bethesda,... I'm a bit of a perfectionist which is a bad thing (slow production time). I could never stand to see any npc that is floating or misaligned. Chances are I won't allow any type of 100% dynamic sexual encounter. Still, paired animations seem like the correct path to take and I'm going to spend a few day studying up on it when i get to that part. Just to give everyone an update. I need a week to get back into the swing of things. Here is my current goal: 1. making minor tweaks and changes to sexlab female companions mod in creation kit (few days). 2. get back to work on male/female bodies and making them anamtotically correct, I'll probably be working with Arrok a lot and sharing a lot of my files with him (30 days).
  8. I see. I need to look into paired animations then. Good info.
  9. I'm going to go to great lengths to ensure 100% perfect alignment. Hmmm, maybe I could just send you the max file of the HDT Hung Schlong. It has the bones, the mesh and all the HDT stuff. I could finish skinning the new male body while you work on the schlongs? You could just export it to nif and test it in game. I've already gotten the HDT flaccid schlong in game. It flaps around when walking/running/jumping, it's hilarious lol. Making the erect version would be easy using the flaccid as an example. What do you think of only two sizes? Normal & Hung. Does there really need to be a small size? That would make things easier. Now that I think about it, if I just send you this max file, it has everything you need, all the examples. I just need to organize it all with some minor documentation.
  10. This is basically exactly what I was thinking of doing,....you want HDT for all non-sex animations,... I have done many tests with HDT collision enabled hands and breasts,...and it works to a point. And usually only works if an actor is using thier own hands on their own breasts,...even though the other actor has collision enabled. so a male grabbing a female breast, I've rarely been able to make work,...but a female grabbing her own seems to be somewhat reliable,...and changes with breast scaling like milk mod or pregnancy. some things that would be impossible with hdt collision is the boobjob motion where one breast moves up while the other moves down,...thats not gonna happen,...you'd be luck with getting both breasts going up and down together without one wigging out. since scaling the bone like SOS with erection and milk mod with breasts change the collision dynamics every person's degree and level of collision is different, eliminating a universal solution. scaling genitals also effect the belly and vagina node differently with collision enabled,...so without uniform scaling,...you could never guarantee any motion accurately. As for the breasts and butt,...one singular spring setting is very limiting. That same setting can behave very differently if the female is verticle or horizontal due to the axis limits on the spring,...if you set a 300 limit for z axis spring,....because you cant to configure vertical bounce,...when the female lays down,...that up down transfers to backwards forwards in the 3d coordinate plane,...meaning your large vertical limits are now making the breast sink into the female chest. in 3dsmax we can reverse the axis's limits in the next stage when she goes from upright to laying down,...thats why HDT looks good in some animations but not others,...you can never get it right b/c the axis of rotation/position are always changing. That being said,...you only need to disable HDT , but ideally you'd want HDT disabled only during sex animations,...and active for other animations. Kinda like how you're making a HDT schlong and a animated schlong,...if only breasts were somehow modular like SOS, but dont think about it too much. An animated vagina, penis, and tongue is way way enough for now,...for testing purposes I can disable HDT when needed,...meaning ill animate the breasts and butt anyways,...and if you're using HDT you wont see if you dont you will,.... until a time when its possible to disable HDT breasts and butt in-game during sex animations,....and no rush,....dont worry about making things easy for me,...I used xpms for most of my animations that are worthy of being redone with genital/penis animation,....they'll export fine with any mesh that fits on XPMS, they all have pussy nodes, and genitals 0-6, If you say add some vagina bones or w/e no worries,...I can get the animation to fit on the skeleton one way or another,...even if I have to copy all initial posing transforms and rotations with IK disabled, re enable ik, then load the animation...wont be that big of a deal. A possible solution would be to make a non-hdt nude suit and just equip it depending on the scene/animation. The non-hdt nude suit could have bones that give precise control over the breast & butt. This would require skinning the breasts & butt to new bones that give that precise control. I installed a mod that removes any equip/deequip sound, so the user never knows what is being equipped or unequipped. Dialogue: "Hey give me a tit job" 1) camera fades to black 2) sexlab animation gets prepared 3) equip non-hdt nude suit for special tit job animation 4) play animations for male/female 5) auto align just in case 6) camera fades back in 7) player sees a tit job in action without any mesh penetration because of the tit job skinning to new bones that allowed full control. So the breast encompases the schlong perfectly. This is something down the road. I just documented the methodology here so I could come back to it when I can. You read my mind,...nude suit is best solution I can think of atm,....sexlab supports this option as well. But yea, down the road,......no need to worry about any scripting atm ( i cant help you there anyways ) animation and modeling are whats important to make this happen. Do you have any futa or male penis meshes made? are you making new ones or modifying SOS genitals for your 3 mesh size choices? Nude suit scripting is easy, it's just a piece of armor. I equip it as armor, even though it's just the nude body. The problem with breast & butt is people will make the breast or butt bigger or smaller, this solution would be tricky. There would have to be different animations for different breast/butt size within a given range. The HDT Hung Flaccid schlong is finished. I made a new normal map from scratch and need to adjust it. The HDT Hung Erect schlong will be easy to make, but I have not made it yet. The Non-HDT Schlong has not been made yet. I've got quite a lot of work to do. The good news is I know how to do all of it, there are no obstacles, just the leg work. Futa is definitely something I'm going for. I just need to stay motivated and get all this done. Basically I'm not going to use SOS at all. My main mod sexlab female companions voiced will feature primary characters who will wield a schlong. Other than that, all the male npc's in my skyrim have underwear equipped when they die to preserve immersion. I'm not implementing any universal schlong solution. The only male npc's that will have the schlongs I'm making are the player and other special male NPC's to compliment the sexlab female companions mod. For example, if Jarl Balgruuf happens to be a character I need to schlong, then I will specifically target Jarl Balgruuf through reference alias and not use any type of universal solution. I just want to say though, as a universal solution, SOS is perfect. My needs are different though for my mod. With the male body, the bones will be similar to SOS, but ultimately there will be three schlongs that need to be keyframed animated. This means every animation will be perfect. Example, three animations: Schlong_Hung_Missionary_male.hkx Schlong_Hung_Missionary_female.hkx Schlong_Normal_Missionary_male.hkx Schlong_Normal_Missionary_female.hkx Schlong_Small_Missionary_male.hkx Schlong_Small_Missionary_female.hkx Depending on which size the player picks, the appropriate animation will play. If the player wants to see his male character go from flaccid to errect then: Sitting_Watching_Schlong_Hung_Erect_to_Flaccid.hkx Sitting_Watching_Schlong_Hung_Flaccid_to_Erect.hkx I use camera fade in and out to change animations so immersion is not broken. We could also modify the default male idle animation while standing to simply make the schlong go from erect to flaccid and just play it or something, then it should automatically blend into the normal idle animation. of course, the player can't move until the animation is complete. Thanks for speculating with me, I'm getting all my thoughts in order with these posts.
  11. This is basically exactly what I was thinking of doing,....you want HDT for all non-sex animations,... I have done many tests with HDT collision enabled hands and breasts,...and it works to a point. And usually only works if an actor is using thier own hands on their own breasts,...even though the other actor has collision enabled. so a male grabbing a female breast, I've rarely been able to make work,...but a female grabbing her own seems to be somewhat reliable,...and changes with breast scaling like milk mod or pregnancy. some things that would be impossible with hdt collision is the boobjob motion where one breast moves up while the other moves down,...thats not gonna happen,...you'd be luck with getting both breasts going up and down together without one wigging out. since scaling the bone like SOS with erection and milk mod with breasts change the collision dynamics every person's degree and level of collision is different, eliminating a universal solution. scaling genitals also effect the belly and vagina node differently with collision enabled,...so without uniform scaling,...you could never guarantee any motion accurately. As for the breasts and butt,...one singular spring setting is very limiting. That same setting can behave very differently if the female is verticle or horizontal due to the axis limits on the spring,...if you set a 300 limit for z axis spring,....because you cant to configure vertical bounce,...when the female lays down,...that up down transfers to backwards forwards in the 3d coordinate plane,...meaning your large vertical limits are now making the breast sink into the female chest. in 3dsmax we can reverse the axis's limits in the next stage when she goes from upright to laying down,...thats why HDT looks good in some animations but not others,...you can never get it right b/c the axis of rotation/position are always changing. That being said,...you only need to disable HDT , but ideally you'd want HDT disabled only during sex animations,...and active for other animations. Kinda like how you're making a HDT schlong and a animated schlong,...if only breasts were somehow modular like SOS, but dont think about it too much. An animated vagina, penis, and tongue is way way enough for now,...for testing purposes I can disable HDT when needed,...meaning ill animate the breasts and butt anyways,...and if you're using HDT you wont see if you dont you will,.... until a time when its possible to disable HDT breasts and butt in-game during sex animations,....and no rush,....dont worry about making things easy for me,...I used xpms for most of my animations that are worthy of being redone with genital/penis animation,....they'll export fine with any mesh that fits on XPMS, they all have pussy nodes, and genitals 0-6, If you say add some vagina bones or w/e no worries,...I can get the animation to fit on the skeleton one way or another,...even if I have to copy all initial posing transforms and rotations with IK disabled, re enable ik, then load the animation...wont be that big of a deal. A possible solution would be to make a non-hdt nude suit and just equip it depending on the scene/animation. The non-hdt nude suit could have bones that give precise control over the breast & butt. This would require skinning the breasts & butt to new bones that give that precise control. I installed a mod that removes any equip/deequip sound, so the user never knows what is being equipped or unequipped. Dialogue: "Hey give me a tit job" 1) camera fades to black 2) sexlab animation gets prepared 3) equip non-hdt nude suit for special tit job animation 4) play animations for male/female 5) auto align just in case 6) camera fades back in 7) player sees a tit job in action without any mesh penetration because of the breast skinning to new bones that allowed precise control. So the breast encompases the schlong perfectly. This is something down the road. I just documented the methodology here so I could come back to it when I can. Yes. You'll need to do keyframe animation for the schlong for every unique animation. However, using pornphile's dials, I can make a dial that makes the penis erect to flaccid or vice versa to make posing easy.
  12. I'm so glad you're trying to build HDT/SOS ignoring bodies,....I'm sure you can imagine the possibilites with frame by frame appropriate breast and butt physics parameters set and baked into the animation. Just to clarify. The male & female bodies will be using a custom schlong solution I'm making which has three sizes. These three custom schlong sizes will have appropriate animations for anal/vagina/mouth on male or female body using male/female/futanari. However, for the breast & butt I'm letting the HDT be in control. Hmmm, I see the merit of controlling the breast & butt with the animation and not the HDT, in the case of ass or breast slapping. I will try HDT first, if it doesn't work then I'll just use a non-hdt body for scenarios like those. Yes, non-hdt works perfect for precise, high quality animations so there are no unexpected anomalies. Since I'm only going to support three schlong sizes, it's much easier to make animations for each size, so they look perfect. Update: I just saw all your animations that you've made, i would love my bodies to be completely compatible with all your animations and would do whatever it takes to make it easy for you. My biggest challenge right now is skinning the male/female anus area properly from a standing to doggy style position, but I almost have it figured out. The male body has a much higher polygon count as well for smoother animations. The new female body will also have a lot more polygons to look incredibly smooth. I could totally use your help and share the credit of this entire project. Just give me some time to organize since I just got back to this project. I agree, I think HDT collisions may be too unpredictable. With animations and non-hdt we can make a precise high quality animation that looks right every time. I'm going to look into paired animations. Currently for my Sexlab female companions mod, I black out the screen during transitions in animation, so if the animations are off for any reason, I do an automatic alignment that the player cannot see, so the transitions look perfect every time. Indeed, I'm actually concerned about releasing all these 3d assets for free, but don't worry, I'll release them for free It would be nice to get a job in the 3D adult industry if someone would hire me. Here is a summary of my goal, all of this will be a reality. For female bodies: NON-HDT Vagina built directly into the body which requires animation to open and close NON-HDT Anus built directly into the body which requires animation to open and close NON-HDT Tongue which is an attachment that requires animation to move around The breast & butt will be handled by the HDT like normal. (Isn't the hand technically a rigid body? If the hand collides with the breast for example, wouldn't it move the breast? I will experiment with this in the distant future depending on which animations I need for my main mod sexlab female companions) For male bodies: NON-HDT Anus built directly into the body which requires animation to open and close NON-HDT Tongue which is an attachment that requires animation to move around 2 HDT schlongs, flaccid and erect for walking/running/jumping around, these will almost never be used during an actual sex animation 1 NON-HDT schlong for sex animations for precise control. I will be releasing a modifed version of pornphiles 1.6 skeleton rig which will let you easily animate the above bodies. Arrok, I will contact you as soon as I get organized. I just took a look at all your animations and would want the bodies I'm using to be compatible with your animations. I will do whatever I can to make things as easy as possible for you.
  13. Hello everyone, sorry for being gone for so long. I'm finally back to working on this project. The next version will have the vagina built directly into the body.
  14. Check out this post: http://www.loverslab.com/topic/37744-cbbe-hdt-body-with-female-genital-alpha-test/?p=947796
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