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ShadeAnimator

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  • Animation, Rigging, Game Dev
  • Gender
    He/Him
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    Here, helptin modding community with adult animations, and hoping for snuff\necro mods

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  1. @solarbearGreat writeup, that should be enough to kickstart things for me. Do you know anything about replacing existing default male\female models? Is it possible with current SDK? It was definitely possible before, since nude mods existed for older versions, but it's possible it might've been patched out or smth.
  2. I've been looking into creating a new nude mod for B&S since all older mods are incompatible with the latest version. I can easily handle the rigging and skinning aspect of the mod, using whatever skeleton structure B&S needs, even if it needs skinning from scratch, it's just a couple hours for me. I do this for a living. The Unity B&S SDK and mod export and setup side of things is what will take the most time for me to research, as well as potentially just finding the right model (although we can always use DAZ\Poser models I guess, although they are a bit heavy) or editing existing one (I'm not that great at modelling). So if there's anyone who has a model and already knows the Unity B&S SDK side of things, I can help with preparing the model and export and FBX per any specifications. My personal idea was to make a proper nude mod, one that would not bring a NEW character to the game like the stellar blade example above, but would keep vanilla models with armor options, but will just add proper nudity. And depending on how flexible the system is it would be nice to explore other additions, like extra jiggle physics and stuff. I may not check LL often, so you can find me on discord as "wrecksler"
  3. I think what you could do is write some documentation about how someone can replace a model in the game. That's an approach I took back in Fallout 4 animation modding research days. I wasted a lot of time collecting information bit by bit about how to mod animations in Fallout 4, it was all scattered all over the place, with a lot of contradictions and outdated information, and plain wrong info based on assumptions of someone who did not know what they were doing. And all of that was just because I really wanted to get a sex animation in. But then once I finally cracked it I realized I don't really have the time to do anything in terms of mods other than these few animations I made for myself. So instead I decided to focus on documenting everything I learned, gathering all that information into a single PDF file along with all the necessary base assets and scenes and config files and examples. I even went as far as writing some GUI apps for command-line scripts that were developed by other people for file format conversions. That's how F4AK was born, which seems to still be used in some form by F4 modding community. Sorry if this is already something you've planned to do, I might've missed it while skimming through the thread.
  4. Hey guys. On animation front - let me know if there's anything I can help with. I do have very limited time now (work, life, family), so it's unlikely that I will be able to perform any deep hands-on digging, not for a while anyway. But I'm willing to help with anything I can spare. I don't frequent llab, but feel free to find me on Discord, same name on LLab's server. Replies from me will be more frequent there.
  5. @dagobakingMost likely there's a missing object that holds some data needed for connector to work. Object is called "RigConnector_Data", make sure it exists in your scene when you're trying to use RigConnector. If it's a new scene you can copy it over from one of the original rig files, make sure to adjust it's properties if required. As far as I reember it contains names of objects that need to have PointConstraint in addition to OrientationConstraint applied to them. At least it's the only use of "modifiers" property in the script that I can see.
  6. @Gamoholik If you have some time, I think everyone would appreciate if you could update that F4AK guide on nexus with your details and screenshots. So people won't have to ask these questions again, or if they do - they can be just pointed to that manual. You can just put everything below the main guide. I think I need to update it to the latest text from F4AK.
  7. Heya folks, wanted to know if any of you guys had succesfully converted creature animations (in my case the radscorpion) into modifiable fbx formats. I've done so successfully with the human rig using the F4AK, but I can't seem to get it to work with radscorp animations.

  8. Sorry to reply so late, I was out of country. Yeah, Nexus one is still borked after downloading latest version. Getting crashes on launching the program but the tool works fine, not a big deal. Oh, if you mean that there's an error during it's startup, it's Python build error. You can install python on your PC and launch the .py version of the script, no errors there. I don't know where that error comes from, so far seems random to me (probably not), but I'm to lazy to fix it, since the tool itself works and there's .py version available as well. ^^ Just because it's a cosmetic fix, but it would take considerable amount of time for me to do. I would not call it 'crash', crash is when program shuts down. So, if it works, then just ignore the error message, or use .py version. If I did not get it right, and it's unusable, however, then tell me, and I'll fix it.
  9. I'm not sure, actually, not that familiar with these two sections. Whatever you think is best. I was under impression that "Adult games" section is somehow more about discussing already created games, rather than discussing their production. But if i'm wrong, sure, move it And thanks
  10. Hey all! Please pardon me if this is the wrong thread for this. I'm starting to work on fighting\ryona\snuff game, and I would like to have some input from the community and potential players In short - it's going to be a dark fighting game, focused on ryona, hard and dark kinks and fatalities\snuff. No vanilla here, so if that's not your thing - just pass Oh yeah, Unreal Engine 4. More information and draft prototype video in the QUIZ Working on ryona game (with snuff! ), if you want to help, please answer this quiz. Thanks! And feel free to drop a line here as well, to keep the topic up at least.
  11. Creating NEW skeletons might be easier than editing existing ones without breaking them. From the information I have right now, editing existing skeletons is possible with NifSkope and further manual hand-editing (in Notepad) of skeleton.hkx file coverted into .xml (using DexesTTP's tools). If you have time, it would be great if you could work out how to edit existing skeletons and how to create new ones from scratch, and describe it in a form of a manual. I will make sure to add it to F4AK, and add you as contributor to project credits. Check the level of detail and language in F4AK and try to stick with it. I will correct everything, and format it properly, of course, before adding it to the guide. It would be a huge contribution. If you do this, don't forget to first test it, to see if it really works, preferably without bugs
  12. I think I did? I'm not sure. Is the latest available version on nexus broken? Or here on loverslab? It's possible that I only updated it in one place. Or totally forgot Just tell me if I did, and Ill make sure to fix it. Sorry for delay and all, RL stuff takes us all
  13. Hi guys. Still busy with RL stuff, and will be for at least a month more. As for creature animations - currently F4AK has all the information you need to create NEW animations for existing creatures. If I remember it correctly, all you need for it is skeleton.hkx file, ORIGINAL, not converted into anything else. You need to use my tool to generate rig.txt file from this skeleton.hkx file (or Skeleton.hkx). However there is currently a bug in current version, resulting in xml reading error. I just fixed it on my machine, and it works fine, will upload it shortly. Now, when you have this rig.txt file you'll only use it during export process. From what I see you managed to imported model and skeleton rig properly. As for importing animations that's another process. MaikCG should have more input on it, actually, I never really figured all the details of animation import out myself. To be able to convert animation into FBX you'll need skeleton.hkx for your character converted into x32, and I don't think that preset for converting it is included with F4AK as of now. I don't even have it myself.
  14. Awesome news! So we could just add any skinned bone to the 3ds\maya\blender rig of the character, export just the nif file, and just like that, without the need to add those bones to the rig-txt file, and without the need to edit xmls and stuff to include those bones, just add the physics to them? Well, I think we could talk in skype or somewhere about it a bit, once you decrypt the final matrices, I think that there should be user-friendly tools for modders allowing them to add all that stuff. I could help with writing said tools for 3ds max and maya, though probably, if the workflow is actually is as I see it (just export skinned nif), then maybe it would be even a better idea to add those tools to Outfit studio or something like that. Would be much more universal. But they'd have to probably add physics... This is to be able to tweak sized and values. Well, anyway, lot's of questions. About the skeleton, the only real reason to want to make extended skeleton, is to be able to control the angle of the cock during animation. Because you can't just have it at 90 degrees to the body at all times and in all poses, it has to bend up and down, sometimes left and right. So thats a thing to solve. Maybe with a workaround or something. Twisting hips to angle boners could do the trick, but it will probably make pose looks underalistic in the spine and hip area. Other reasons include only stuff like wings, tails and other things that should be controlled through animation, but I personally could live without that.
  15. Well, the thread seems to be stuck. Shit I guess you all noticed, but until further advances with SexTec and other animation tech-stuff which is yet beyond me, I'm going into 'power-saving doing-actual-work' mode. But I'm still check this email often, and I receive notifications about PMs here, so I will reply and will see if I'm needed. And I will come back when I have more time. Cracking the binary data and even trying to reverse-engineer some havok\skeleton stuff, I don't have time for that right now, and binary stuff is really beyond me. But maybe I missed something? Any advancements already made? Well, thats a 1 year old post, and from what I can read there, he never actually got everything to work. And in the end they just use what currently is in CBBE, butt and breast physics based on cloth sim of some joints. Cuz really, there are breast and butt joints already in vanilla skeleton, which are used for 'fat' scaling, and you can't animate them, but they can be repurposed. But I never got to actually making it possible to animate them.
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