fragburner

Newbie
Dec 19, 2020
28
55
but can you create animations and add them to the list of animations in the game?? ....not like poses
That's what I want to know. Unless these custom animations are sharable and easily to integrate into the animation pool, then it's... disappointing... to use a diplomatic word.

the new animation sequence editor is very easy to use,you are just lazy
That is true. I and I assume a lot of us just can't find the energy to learn how to use it (and to be honest, can't find the energy to work on things that would actually improve my life). A lot of us are just consoomers.

But ignoring us, a lot of success of skyrims adult content is because of the shareability between the modders that didn't rely on moochers except for moral support. The animation editor does not have as much value as it could be if its results would be easily accessible and integratable into the game.
 

fragburner

Newbie
Dec 19, 2020
28
55
Also if you're reading this Steve, could we please get a Kerpali model that uses Maya's (and Max's) body/animation lists so that you could keep adding human animations but the furries get something out of it too? : )
 

Purple_Heart

Well-Known Member
Oct 15, 2021
1,663
2,855
That's why we like it.
No grinding, no time lost, just the sweet stuff.(y)
Of course the game assets could be reused to make a story mode for those with plenty of free time, but most of us would skip that.:)
That means most of you are in the wrong forum. This is "Adult Games" forum, you can go to porn sites or rule34 if you just want to watch.
 

Skrolkk

New Member
Feb 26, 2019
8
4
1. create a new pose model
2. select the character, go to "custom" and click "create custom", this will create all the poseable controllers (bones) in your character's hierarchy
3. add in your animation sequencer and open it up
4. Select a bone from your character's hierarchy, such as the "Full Torso". In your animation sequencer click the green "+object"
5. click the blue "+Track" button, click transformer, and add in your position and rotation.
you have now added the ability to animate the position and rotation of the torso
6.move the track to any point in the timeline and click the "Add keyframe" diamond icon after adjusting the torso to whatever position/rotation
7. additionally you can click the Curves option at the bottom of the animation sequencer to view the curvature of the values rather than just the keyframes and adjust the curves.

some useful shortcuts
Ctrl+Scroll wheel to zoom in and out
Right Click Drag to move the timeframe around

There should be an official tutorial up at some point
Much obliged for your help!
I was stuck a little at 6. because its not oblivious where to click to "travel through timeline" however I found it later.
Many blessing to you.
 

bitsybobs3

Ultimate Torrent Dude
Donor
Jun 13, 2021
3,538
1,998
WildLife-2024.04.19
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Janzani

Newbie
Nov 16, 2018
32
74
" Added a bunch of fur outfit masks " What does this mean? All kerpali now share all skin options or something else?
 

Archange1

Newbie
Aug 15, 2017
73
27
It's a billion times better than the previous method of using transforms. idk about the average guy but for me I'm very familiar with animating things. Once you understand the layout and tools it's very simple to do. Here's something I quickly whipped up while trying to make a "pressed-against-glass" pose. As long as you know how to make custom poses, all you need to do is add any and all bonesof a model to the sequencer and simply just move the bone however you like and create a keyframe, very similar to any other program like maya or blender for animation.

View attachment 3553823
wow
 

chris63

New Member
Nov 21, 2019
7
11
hello Steve and everyone
How to disappear in the sandbox hierarchy a set of objects and characters in the same directory in one go
Which event to use?
This can be useful to save memory in a map
ex :

Thank you so much enculer par son cheval2.png
 
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djr7

Member
Mar 20, 2018
148
376
The animation editor does not have as much value as it could be if its results would be easily accessible and integratable into the game.
What do you mean?
you can easily share custom animations though. you can even re-target all your keyframed objects onto a completely different character. Lets say you get a fully custom animated Maya sequence. you can pretty easily throw in a new posed Tali model and just re-target the bones to Tali and voila, that animation is now on Tali instead of Maya, it obviously takes a little bit of time retargeting each bone until someone codes in a script to automatically do it but it's very impressive and is a huge game changer for animating custom motions and even for general scripting of events. It completely replaces the need to have multiple events and delays nested in eachother.

Also here's my latest animation.

View attachment glass.webm
 

Pete20

New Member
Dec 2, 2017
7
4
I have a question, when making an animations, do orificies adjust to shafts? Or do i have to animate them manually? I have only been able to adjust how open they are.
 
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