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Auto Staged Animations Please 1.0.0


About This File

Made some XMLs which makes some animation packs auto-stage. This will only overwrite the original position xmls (enumerates the animations that appear in the AAF wizard list) because I merged the separate animation nodes into one animation group so that only my staged animations are listed. I can probably do a non-replacer version (so you get the original position list and my staged position list) if anyone is interested. This was made using the guide posted by Dagobaking https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToMakeStagedFurnitureAnimationsWithTransitions

All animation groups (when the original mod has stages) are grouped and will play in sequence automatically. I've tested most of them myself, but if something bugs out, please do tell me and I'll try to fix it as quick as possible. Some animation groups have more than 8 stages so the whole animation takes long to finish, so these may be adversely affected by other mods calling for a timer.

Supported packs (just load mine after their files)
1. SavageCabbages animation pack (1.04)

 

2. Gray User's creature pack release (2.0) [for mirelurk, radscorpion, mirelurk queen, yao guai, bloodbug, bloatfly, stingwing ; mirelurk hunter and mirelurk king is still being diagnosed]
 


NEW

3. Leito - FO4 Animations (2.0a) - works with Leito compatibility patches, as long as you load mine last (overlays and MM and FF animations introduced by the patch still functions)
 

 

Note1: The method I used selects the first and last of an animation group as the entrance and exit animation, and lists the applicable animation nodes between those two. When there is no exit trigger (manual end in AAF wizard, or a timer in other AAF mods) the animation shall cycle between the animation nodes, some animation groups look good during this cycling, some dont. When there is an exit trigger, the last of an animation group will be called, some animation group handles this well, some dont. This method is merely a placeholder for the next iteration of staging (automatic/manual) which is the tree xml to be introduced in full when the next AAF update includes it. For now we make use of the animationgroup + transition xmls to make multi-stage animations.


Note2: Supermutants, dogs, and creatures generally behave weirdly when staging. They will flicker back to the original standing position before animating. This is "vanilla"

Note3: Dogs have weird head tracking, and I think is being addressed in AAF beta versions

Note4: I did this in a few hours, there may be errors (typo's) please inform me ASAP so I can fix it.

Note5: Do NOT turn off NPC AI (tai / tcai) or else they will not stage. Use relevant AAF mods to call for an animation (start and end) such as AAF Violate, AAF sex em up.

Credits to:
Dagobaking and the AAF team. Without them all this would not be possible.
SavageCabbage. Great animations and his file structure and naming made it possible for me to quickly do this

Grey User. Several animation packs with various stages, currently supports creature pack V2
Leito. The one, the only.

Future Plans
1. Do all other animation packs with multi-stage animations
2. Make use of the new tree xml which will better streamline auto-staging (under development). Currently only the player can select through the branches using the AAF wizard. Will make them in anticipation of the AAF update thereof
3. Introduce taggings and overlay functions compatible with existing XMLs that do the same

Link to the support page: 
https://www.loverslab.com/topic/117774-auto-staged-animations-please/

Post your comments/reports there, so I can address them


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