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Auto Staged Animations Please


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Posted

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LINK TO FILE (borked the upload) 

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


  • Submitter
  • Submitted
    03/01/2019
  • Category
  • Requires
    SavageCabbage's animation pack

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Posted
3 hours ago, SavageCabbage said:

Best of luck, dude!

Thanks SavageCabbage! Eagerly awaiting your updates (even formatted my file to easily accommodate additions).

New
+Renamed the original file for better management
+ Added Gray User's Creature Pack

I kinda borked my original upload (you can see spam uploads) because my ISP was acting up. If you can't access the file through this forum, the link to the file is here.
 

 

Posted

Just a question.  So there are some savage animations that don't have stages, but could easily become a new part/stage of existing animations.  I can look up some examples of singular animations and find suitable combinations if you'd like?  You can check them out after to see which ones you would want to add through xml's..

Posted

Hi there, I actually snuck one animation into a group that wasn't actually with it. In savagecabbage's animation pack, FM (arm)chair lapdance was not staged and looked pretty slick to me. I inserted it to the FM chair cowgirl sequence, it isn't exactly a smooth transition, but it looks good enough for me. You can personally move around single animations within the animation groupsp with ease. I formatted it to be look like a pattern to help me update it when a pack updates and in preparation for making a simple guide. While the guide isn't up yet, I can build animationgroups for you, if you'd like

Posted

 

Hi, I have a question about the animations of SavageCabbage, does your mod need to have all the versions of the fomod? or it does not really matter, because I only use the vanilla

Posted
12 hours ago, Anionmus said:

 

Hi, I have a question about the animations of SavageCabbage, does your mod need to have all the versions of the fomod? or it does not really matter, because I only use the vanilla

Huh. I did every position xmls, so that includes all versions. You can just delete all the position xml / animation xml / transition xml which you dont use. I'll probably make a FOMOD so it can autodetect things, but no guarantees I can do it soon.
 

Clarification: I used all optional files under SavageCabbage's animation pack except for CC content. These are the scenarios that may happen
1. If you don't have the optional files: Loading my file may cause an AAF error because it will look for certain animation files that you don't have. Just open up my file and delete the relevant position xml / animationgroup xml / transition xml
2. If you have CC content, well, they won't auto-stage, but I don't think there will be any AAF error in initialization
 

Posted

Weird, if I have this patch active, not only do animations fail to trigger if I try to initiate them through dialogue with AAF Sex 'Em Up, but I can't manually start one by pressing the Home key either, it's completely unresponsive.  I've tried putting this patch before and after SavageCabbage's Animation Pack on the load order, and moved it up and down among the other animation-based mods, but nothing doing.

Posted
54 minutes ago, Whozzat said:

Weird, if I have this patch active, not only do animations fail to trigger if I try to initiate them through dialogue with AAF Sex 'Em Up, but I can't manually start one by pressing the Home key either, it's completely unresponsive.  I've tried putting this patch before and after SavageCabbage's Animation Pack on the load order, and moved it up and down among the other animation-based mods, but nothing doing.

That is weird. This only overwrites the original position xml (so I can introduce animation groups), so it shouldn't interfere with anything. Animation, furniture xmls from the original mods are all left vanilla (not even included in my file). Nor did I overwrite any default values from the original mods that it patches, literally copy pasted the default header. I don't see any way how this patch can affect AAF functionality.

A few preliminary matters
1. Does any error come out when loading your game?
2. Does AAF work normally without these patches? [If not it is either a faulty installation / another mod that has Home as the shortcut (I know a few mods that do this)]
3. Personally I haven't used AAF SEU in a long time, just AAF Violate (at least to test with enemy NPC), but this shouldn't happen. I'll look into it if

Posted

 

your mod works great, try it with the creatures package and if it works automatically although I also had a small hope that your mod fix me the stages of the mirelurk and the stings, is that I was not well synchronized with the original mod only my character followed, but it seems that I do not manage XD

Posted
20 hours ago, tesalutamus said:

That is weird. This only overwrites the original position xml (so I can introduce animation groups), so it shouldn't interfere with anything. Animation, furniture xmls from the original mods are all left vanilla (not even included in my file). Nor did I overwrite any default values from the original mods that it patches, literally copy pasted the default header. I don't see any way how this patch can affect AAF functionality.

A few preliminary matters
1. Does any error come out when loading your game?
2. Does AAF work normally without these patches? [If not it is either a faulty installation / another mod that has Home as the shortcut (I know a few mods that do this)]
3. Personally I haven't used AAF SEU in a long time, just AAF Violate (at least to test with enemy NPC), but this shouldn't happen. I'll look into it if 

1. Nope, no messages about AAF missing or anything, it's still ticked as active and on the list of plug-ins in Mod Organizer.

2. Yes, if I disable the patch and go back to a save, the animations trigger as normal.

3. I've just tested running the patch with AAF SEU, AAF Violate, and even reinstalled AAF Vanilla Fudge, and in all cases no animations would play after the proper dialogue/surrender event/quest reward.  And the Home key to start an animation manually remains unresponsive.

 

Oh, and for completeness' sake, the only patch I'm using is the one for SavageCabbage's animations.

 

I dunno, maybe I angered a witch or something.

Posted
On 3/3/2019 at 10:39 AM, Anionmus said:

 

your mod works great, try it with the creatures package and if it works automatically although I also had a small hope that your mod fix me the stages of the mirelurk and the stings, is that I was not well synchronized with the original mod only my character followed, but it seems that I do not manage XD

Yeah, some creatures bug out. I haven't really found out why though. Probably something about their AI.

Edit: did you turn off the AI? Auto-staging will not happen if an NPC's AI or even combat AI is turned off.

Posted
1 hour ago, Whozzat said:

1. Nope, no messages about AAF missing or anything, it's still ticked as active and on the list of plug-ins in Mod Organizer.

2. Yes, if I disable the patch and go back to a save, the animations trigger as normal.

3. I've just tested running the patch with AAF SEU, AAF Violate, and even reinstalled AAF Vanilla Fudge, and in all cases no animations would play after the proper dialogue/surrender event/quest reward.  And the Home key to start an animation manually remains unresponsive.

 

Oh, and for completeness' sake, the only patch I'm using is the one for SavageCabbage's animations.

 

I dunno, maybe I angered a witch or something.

I have no idea why this is happening. My packages don't have anything in them to interrupt AAF packages. The only way it could cause problems is when it causes an AAF error at startup (when there is a typo between the animation files because the position + animationgroup + transition must refer to the same things, one wrong move and it causes errors).

 

The other thing that could cause this is another patch that interferes. I tried to make mine overwrite all patches at least with regard to auto-staging but left all else vanilla. Please list all your AAF files so I can go through them

Posted

I've got AAF, the AAF Compatibility Patches, the basic AAF Themes patch, Leito's Animations and Compatibility Patches, Leito's alternate Voicepack, Atomic Lust, Savage Cabbage's Animations, Rufgt's Animations, Vadermania's Animations, Vio's Strap-On, and Flycrusher's "Dog Love" 1.1 to put the "meat" back in Dogmeat.

 

I've gone through those compatibility patches, disabling them one at a time with your patch active, and still no dice.  Witchcraft, I tells ya.

Posted
2 hours ago, Whozzat said:

I've got AAF, the AAF Compatibility Patches, the basic AAF Themes patch, Leito's Animations and Compatibility Patches, Leito's alternate Voicepack, Atomic Lust, Savage Cabbage's Animations, Rufgt's Animations, Vadermania's Animations, Vio's Strap-On, and Flycrusher's "Dog Love" 1.1 to put the "meat" back in Dogmeat.

 

I've gone through those compatibility patches, disabling them one at a time with your patch active, and still no dice.  Witchcraft, I tells ya.


We have the same files. I honestly cannot tell what is causing your issue. I'll blame it on witches too. 

I loaded AAF SEU/Violate without issues, even done hotswapping my files (savage cabbage, leito, creature pack - solo, two at a time, all three) and nothing is breaking. Weird. Alright, I'll double check my files again.

Posted
On 3/1/2019 at 1:01 AM, tesalutamus said:

Hi there, I actually snuck one animation into a group that wasn't actually with it. In savagecabbage's animation pack, FM (arm)chair lapdance was not staged and looked pretty slick to me. I inserted it to the FM chair cowgirl sequence, it isn't exactly a smooth transition, but it looks good enough for me. You can personally move around single animations within the animation groupsp with ease. I formatted it to be look like a pattern to help me update it when a pack updates and in preparation for making a simple guide. While the guide isn't up yet, I can build animationgroups for you, if you'd like

1.04 is perfectly working for me.  Before i grab the newest one I have one question.  Can you make a simple step by step guide on how to insert an animation into a preexisting staged animation?  (edited)  I really wanna try that out with some of the animation combinations that I have in mind, plus I wanna try to make staged animations with mutated lust

Posted
19 minutes ago, GoldenRain said:

1.04 is perfectly working for me.  Before i grab the newest one I have one question.  Can you make a simple step by step guide on how to insert an animation into a preexisting staged animation?  (edited)  I really wanna try that out with some of the animation combinations that I have in mind, plus I wanna try to make staged animations with mutated lust

Well, mutated lust doesn't have animation nodes that can stage I think. All are solo. I do think they can be inserted into other animation groups of other packs if you think they'll fit. Oh there isn't any new version (of SavageCabbage and other packs), it's just whenever I upload a new xml (Leito's for example), I reupload all the files again to include some correction on formatting, to anticipate new animations to be added by the original uploaders. The original SavageCabbage xmls are still working.

I'll write a lite guide here.
1. Open my pack and look for the relevant animationGroup and transition xmls [these are my original files]. Some authors chose to break their files down into actor type, some by location.
2. In the animationGroup xml you will see

<animationGroup id="X sequence" sequential="true">

<!--<stage animation="Xstage1"/>-->

<stage animation="Xstage2"/>

<stage animation="Xstage3"/>

<!--<stage animation="Xstage4"/>-->
</animationGroup>

 

<animationGroup id="Y Sequence" sequential="true">

<!--<stage animation="Ystage1"/>-->

<stage animation="Ystage2"/>

<stage animation="Ystage3"/>

<!--<stage animation="Ystage4"/>-->
</animationGroup>

If you want to insert for example, Ystage3 into the animation group of X sequence, then copy <stage animation="Ystage3"/> and paste it into that, it should look like this

<animationGroup id="X sequence" sequential="true">

<!--<stage animation="Xstage1"/>-->

<stage animation="Xstage2"/>

<stage animation="Xstage3"/>

<stage animation="Ystage3"/>

<!--<stage animation="Xstage4"/>-->
</animationGroup>

3. Take note that the <stage animations="xxx"> with <!-- and --> are commented out, meaning they are not part of the sequence because they are covered in the transition.xml as the entrance and exit animation. They will only play if the sequence is called to play and to exit. Theoretically, we can do away with entrance and exit animations [delete transition.xml and remove the <!-- and --> in the animationGroup, but it would mean that SavageCabbage's tease and finish animations will cycle as well.

4. Some limitations if you want to move an animation node to another animation group
i. Must comply with location (in positiondata.xml the location of an animation is defined) so an animation that takes place in beds, cannot play in chairs, vice versa
ii. Must comply with actors (number and race), FMM animations cannot be inserted into FM / FSM / FD without looking weird

That's it. 

Posted

 

10 hours ago, tesalutamus said:

FMM animations cannot be inserted into FM / FSM / FD without looking weird

Soo FMM + FM animation stages coooouuuuld happen then.  I guess what I am looking for/attempting to make is a bit of a train if you will.  With partners entering and exiting.  Starting solo then grouped then solo then grouped until all actors have had their turn.  It wouldn't be easy since a "call" to all available actors at a predetermined distance would have to be made.   Once all the actors have been selected regardless of their current location(only whether they were selected) they would begin 'running the train" 
 

Posted
9 hours ago, GoldenRain said:

 

Soo FMM + FM animation stages coooouuuuld happen then.  I guess what I am looking for/attempting to make is a bit of a train if you will.  With partners entering and exiting.  Starting solo then grouped then solo then grouped until all actors have had their turn.  It wouldn't be easy since a "call" to all available actors at a predetermined distance would have to be made.   Once all the actors have been selected regardless of their current location(only whether they were selected) they would begin 'running the train" 
 

Forgot to say vice versa there. You'll have to wait until someone animates a train. The original call function must include all participants initially. You can't just add an actor via animationgroups

Theoretically, adding/removing actors can be done, but not by animationGroups. It's another set of xmls called hierarchies I think? I think it's not yet fully implemented with the current AAF but is a planned feature (along with stage clothings [gradual removal]). Until then, we'll have to limit it to this

Posted
On 3/3/2019 at 8:08 PM, tesalutamus said:

Theoretically, adding/removing actors can be done, but not by animationGroups. It's another set of xmls called hierarchies I think? I think it's not yet fully implemented with the current AAF but is a planned feature (along with stage clothings [gradual removal]). Until then, we'll have to limit it to this

Hierarchies have been implemented in AAF since very early on. But, nobody has used them in a mod yet. It could be that it hasn't been explained well or that the concept is outside of the way these frameworks have been used previously (or how people mostly want to use them?). I put this in early because it was a main feature I wanted to see in game. Allows all kinds of more interactive use of animation, integration into gameplay elements.

 

You can make a solo position animation with a 2 actor animation targeting it as a parent. Then, you run the solo animation and do a second run with one more actor on that currently animating actor and they will "join" by starting the second animation. One limitation that may need to be worked out is to allow better control of only one actor leaving the animation. I believe right now ending the animation ends for both.

 

In addition to this, if you directly start a position that is already a parent, the other actor will start their solo animation while waiting for the other to arrive. So, that can be used to have an actor do something like sit on a couch while the other actor walks over to join them there (rather than having the actor stare into space while standing next to the couch).

 

The XML for hierarchies would look like this:

 

<position id="sitting_on_couch">
<position id="sitting_together_on_couch" parent="sitting_on_couch"/>


 

Posted
7 minutes ago, dagobaking said:

Hierarchies have been implemented in AAF since very early on. But, nobody has used them in a mod yet. It could be that it hasn't been explained well or that the concept is outside of the way these frameworks have been used previously (or how people mostly want to use them?). I put this in early because it was a main feature I wanted to see in game. Allows all kinds of more interactive use of animation, integration into gameplay elements.

 

You can make a solo position animation with a 2 actor animation targeting it as a parent. Then, you run the solo animation and do a second run with one more actor on that currently animating actor and they will "join" by starting the second animation. One limitation that may need to be worked out is to allow better control of only one actor leaving the animation. I believe right now ending the animation ends for both.

 

In addition to this, if you directly start a position that is already a parent, the other actor will start their solo animation while waiting for the other to arrive. So, that can be used to have an actor do something like sit on a couch while the other actor walks over to join them there (rather than having the actor stare into space while standing next to the couch).

 

The XML for hierarchies would look like this:

 


<position id="sitting_on_couch">
<position id="sitting_together_on_couch" parent="sitting_on_couch"/>


 

Copy that. Actually experimenting with hierarchies (along with trees), by mapping which animations (from various packs) can work together. Thanks Dagobaking for putting out the guides. I literally have no experience using papyrus (or making mods at all) prior to making these files but your guides made these easy to make. Excited to see what AAF can do in the future. For now, I'm reading the whole wiki to see how things work and opening other files to see how all xmls work together. 

Posted

Very impressive that you have been able to work with it with little coding experience.

 

Focusing on stability and finishing out a few features now. But, potentially follower controls/stats after that.

Posted
On 3/3/2019 at 2:20 AM, tesalutamus said:

Sí, algunas criaturas salen disparadas. Aunque realmente no he descubierto por qué. Probablemente algo sobre su IA.

Edit: ¿apagaste la IA? La clasificación automática no ocurrirá si la IA de un NPC o incluso la AI de combate están desactivadas.

mmmm well if you discovered me
I had to use the command (tcai) to test the animations or install the mod (violate aff) but I got lazy XD, but as I said the animations and automatic stages work with all creatures except those mentioned.
Did you try if the same happened to you when you deactivated combat AI?
Posted
2 hours ago, Anionmus said:

mmmm well if you discovered me
I had to use the command (tcai) to test the animations or install the mod (violate aff) but I got lazy XD, but as I said the animations and automatic stages work with all creatures except those mentioned.
Did you try if the same happened to you when you deactivated combat AI?

Yes, deactivating AI (tai or tcai) will cause the NPC to not auto-stage. I mentioned it in the description of the files. If you like, you can use TCAI / TAI, when using AAF, but as soon as they load, enter TAI/TCAI again.

 

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