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Nusbie

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Posts posted by Nusbie


  1.  

    Guys I'm off from work a couple of days so if you have any animation requests, I can do basically anything

    edit: please include picture or something

    Anything from this page http://www.loverslab.com/files/file/499-wip-sexoutng-new-animations/reade for Oblvion would look great.

     

    I particularly like the idea of a side on handjob

     

    http://www.loverslab.com/uploads/monthly_06_2014/post-40626-0-51870900-1403448495.jpg

     

    or this kissing animation (Oblivon needs one atm)

     

    http://www.loverslab.com/index.php?app=downloads&module=display&section=screenshot&record=175510&id=499&full=1

     

    or maybe this as it just looks really frantic

     

    http://www.loverslab.com/index.php?app=downloads&module=display&section=screenshot&record=175511&id=499&full=1

     

    Thanks a lot there goes 2 days of re-installing and playing New Vegas. Those animations are exceptional. 

    I'm not going to convert animations though

    0

  2. I wanna chime in and say I fully endorse this, of course.

    All the voices are from BoneTown and BoneCraft. I sorted through the folders of the games and gathered matching voices. There are quite a few more that are unused so if anyone feels like digging, you can expand the collection even more.

    I do remember batch-changing the volume and file format but otherwise it's a pretty easy process that just requires a bit of attention and headphones.

    Any use of the voicepack for any purpose, modding or otherwise, is hereby granted - they weren't really mine in the first place and I have no claim to them, as they are just sound files extracted from a game.

    0

  3. Reuploaded here:
     

    01 English Female A

    02 Elf Chick B
    03 Elf Chick C
    04 Elf Chick J
    05 Elf Chick Ja
    06 Elf Chick K
    07 Elf Chick M
    08 Elf Chick S
    09 English Female H
    10 English Female K
    11 English Female Lb
    12 English Female M
    13 English Female Pinn
    14 Orc B
    15 Orc J
    16 Orc Ja
    17 Deamon 01
    18 Deamon 02
    19 Human TJGen
    20 Sexbot
    21 Human Female Eliz
    22 Creature?



    Should be unique sounds for every stage. The script for the orgasm stage is a bit wierd but you can just put more sounds in the "5" folder.

    The "rape" category contains "hit" sounds and all the "words" sounds are removed.

    If you don't want them to talk at all, just search the 'sounds/voice/lovers/' folder for "words" and delete all the files.

    Enjoy


     

    http://www.4shared.com/archive/vNP78PsG/xlovers_Soundpack_Nusbie_10.html?

    9

  4.  

    Alright here are 3 new animations from me. They are numbered x1-x3 so you have to manually rename them, including the .ini file. This way you can choose yourself which ones you wish to overwrite.

    attachicon.gifNusBie Animations Pack 01.7z

    Screenshots included in the 7.z, but they are the ones posted here http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/?p=481677

    Have fun and please report any bugs.

    (Animated Penis required)

     

    I have some problem with this pack, none of femal animation is working.....

     

    1st male animation is ok but 2nd and 3rd are not.

     

     

    Odd. Which skeleton are you using?

    0

  5. Alright here are 3 new animations from me. They are numbered x1-x3 so you have to manually rename them, including the .ini file. This way you can choose yourself which ones you wish to overwrite.

    NusBie Animations Pack 01.7z

    Screenshots included in the 7.z, but they are the ones posted here http://www.loverslab.com/topic/18277-lovers-animations-workshop-new-thread/?p=481677

    Have fun and please report any bugs.

    (Animated Penis required)

    5

  6.  

     

    15/ENUM: Face Angry 100 0.5 2.5 0.9

     

     

    1/Enum: Face Fear 100 0.1 0.4 0.1/Enum: Face aah 100 0.1 0.4 0.1/Enum: Face BlinkLeft 100 0.1 0.4 0.1/Enum: Face BlinkRight 100 0.1 0.4 0.1

    20/Enum: Face Fear 0 0.1 0.4 0.1/Enum: Face aah 100 0.1 0.4 0.1/Enum: Face BlinkLeft 100 0.1 0.4 0.1/Enum: Face BlinkRight 100 0.1 0.4 0.1

     

     

    There's no such thing as "Angry". You have "Anger" and "DispAnger1 to 4", facegen engine will stop when an unknown command will be used. Also, sometimes FE needs special order to work. Oh, and many times, we forget "Face or Enum:" of course that does not help :)

     

    Yeah I kinda sorted it now. Facial expressions do so much for an animation but holy shit they take a long time to get just somewhat right

    0

  7. Well, this formating works 
     

    1/Enum: Face Fear 100 0.1 0.4 0.1/Enum: Face aah 100 0.1 0.4 0.1/Enum: Face BlinkLeft 100 0.1 0.4 0.1/Enum: Face BlinkRight 100 0.1 0.4 0.1
    20/Enum: Face Fear 0 0.1 0.4 0.1/Enum: Face aah 100 0.1 0.4 0.1/Enum: Face BlinkLeft 100 0.1 0.4 0.1/Enum: Face BlinkRight 100 0.1 0.4 0.1

    Dunno exactly where I went wrong
    0

  8. I can't get facial expressions to work in my new animations. It's really weird, it's never been a problem before. Here is an example script: 
     

    1/start
    1/ENUM: Face Ooh 100 0.5 2.5 0.9
    15/ENUM: Face Angry 100 0.5 2.5 0.9
    32/ENUM: Face Ooh 100 0.5 2.5 0.9
    60/end

    Shouldn't that work just fine?
    0

  9.  

     

     

     

    Alright I wanted to see how much you guys knew before making a tutorial. Please ask away and I will answer all your questions. Working with a rig is a lot more fun :D

    Refer to this image:

     

     
     
    Where it says "Layers" you can click and shift-click to display layers. The 2 bottom layers are the skeletons, and the 2 top layers are the meshes, which makes it easier to animate.

    2 . To move the entire character, select the Pelvis and both feet.ik's and rotate/grab. You can grab the hands as well I think :D 

    2.1 I fixed this in the latest "release", here: 

    3. When you are done animating, go into object mode, select the skeleton you wish to export, go to "Scripts - animation - bake contraints" and when it is done "baking" export the new "Scene skeleton" it makes.

    I'll upload some scetches I've done later.

     

     

     

    Animating here seems possible for me. I´ve done some basic stuff so far.

    However, ingame, the defender is always facing 90° degrees away. I reimported it back into Blender and Max, tried to rotate Bip01 and the Pelvis bone to fix that, also different .ini presets, doesn´t work. Ideas?

     

     

    Download the animation I posted a few pages back and use that .ini. Don't touch Bip01 or Bip01 NonAccum in the armature - hence why I locked them. Use the pelvis bone

    0

  10. I will check your rig and try to add to it and once finished post it back here.

     

    in the mean time:

    attachicon.gifMale+FemaleStartRig(+Sample Animation).7z

     

    This one is pretty old rig, i haven't really done any animating for oblivion in pretty long time.

     

    It is a bit easier to put all ik under bip01 so when you select bip01 it will allow you to move entire rig all at once. See bip01 as your full ground level. with rig you will notice i have separated pelvis from spine so you can animate these separately.

     

    This rig from what i can tell is not finished yet, i have not done the elbow or knee yet.but the hands and fingers should be animating properly. So you can create quick fists etc..

     

    Right now i have done better advanced rig done for New Vegas. But i will see if i can make some for oblivion next.

    Pretty solid rig. Had to get used to working without a visible skeleton, but I can see how smart that is :D

    While we are here, let me try and show how to make a simple animation come to life:

     

    Male+FemaleStartRig(+Sample Animation).7z

    Here I spent 5 minutes moving some keyframes around and doing 1 spine keyframe a bit off as well and it's a completely different animation. I work the same way in all my anims. You create basic keyframes so everything is in sync, and then you move stuff around so it's not so static. I hope you can see the point I'm trying to make here.

    Nice rig, I'm gonna try and do some stuff with it later

    1

  11. Nusbie i tried your rig, but can you can explain some part of it ??

     

    attachicon.gifIKFeetFixed.7zattachicon.gifNusBie IK ArmatureFeetMaleFixed.7z

     

    When you move the pelvis the feet will go underground, and make the transition more difficult when animating. if you duplicate feet bones and make them child of leg.ik you can use copy rotation on feet.r and feet .l and when you move the pelvis the feet it self will keep to point to the direction the hlp.feet bone is pointing too. and you can manually animate the feet the from the ik in a more neutral transition.

     

    Hope you don't take this to criticize you or anything. it is good you release this. So other can learn from it.

     

    Brilliant! Please do this and upload the blender file. We could make this into a collaborative work. Having a perfectly rigged armature would be brilliant but I'm just beginning to poke into the abyss that is Inverse Kinematics. Good job :D

     

    Ah nice one Nusbie. Works well. Small bug to report: male rig: Finger4L moves all fingers, instead of just the intended one.

     

    That's actually somehow intended. The littlefinger bone influences the entire hand, but not 100% so it simplifies hand animation.

     

    Sorry.The question is not on the topic, but about an animation and bake constraint :

     

    Who can explain to me, paragraph 11,

     

    http://wiki.livedoor.jp/oblivion_jp/d/VMDMotionImporter%20%3e%20The%20main%20body%20and%20How%20to%20use

     

    (Where to search in Miku.blend Scene Root (Skeleton of Oblivion))?

     

    See this picture.

     

     
    Top center brown box is the "Scripts" window. Click it, and go to Animation -> Bake Constraints. This will "render" the animation and add all the keyframes. It then creates a copy of the skeleton with all keyframes set and you can export that
    1

  12.  

    So how many of you guys are working in Blender?

    I've almost finished rigging an armature and making it user friendly but it needs some testing / tweaking

     

    Well, I finally got a chance to tinker with it and it I think it will make creating new animations one hell of a lot easier!  Unfortunately I don't have too much free time to spare tinkering and I lack many of the basic foundation understanding on rigs so I am fumbling in the dark so to speak.

     

    I have some very noob questions, as rigs are a foreign language to me for the most part:

     

    1. Is the rig mostly just for creating one half of the animation?  Moving the pelvis indeed moves the male, but doesn't move the female.  I can't find a separate pelvis for her so.........how do I animate "her"?

    2.  Is there a reason twisting the feet on the male ends up twisting the females feet as well?  That kinda is awkward, I think.

    3.  When you finish making an animation with the rig, what steps do you need to follow to export it?  Unfortunately all of the free time I have has gone straight into tweaking animations and translating\updating plugins, with no time left over to read and figure out new blender functions (like constraints and such).

     

    Obviously these questions may be stupid or silly, since I don't know crap about constraints, so please be gentle with me.  :blush:

     

     

    Alright I wanted to see how much you guys knew before making a tutorial. Please ask away and I will answer all your questions. Working with a rig is a lot more fun :D

    Refer to this image:

     

     
    Where it says "Layers" you can click and shift-click to display layers. The 2 bottom layers are the skeletons, and the 2 top layers are the meshes, which makes it easier to animate.

    2 . To move the entire character, select the Pelvis and both feet.ik's and rotate/grab. You can grab the hands as well I think :D 

    2.1 I fixed this in the latest "release", here: 

    NusBie IK Armature v0.4.7z

    3. When you are done animating, go into object mode, select the skeleton you wish to export, go to "Scripts - animation - bake contraints" and when it is done "baking" export the new "Scene skeleton" it makes.

    I'll upload some scetches I've done later.

     

    1

  13.  

    Emily I'm enjoying your mod immensely. If you'd like any unique animations made, feel free to request your heart out

     

    Emily needs to know exactly how can you help Monstergirl project with 'unique animations' mentioned?

     

     

    Some creatures have special bodies or are too large for the regular animations to really work with - Centaurs, etc. In the style of LoversCreatures, I could add specific animations for creatures you make/have made/have planned. 

    0