denk21 Posted September 10, 2019 Posted September 10, 2019 I created my first test animation yesterday, and I'm trying to get it to work in game for ww. It's not showing up. I'm not sure if I totally fubar'd the xml or what. I'm wondering if someone experience with this could take a look at it, and tell me what's wrong with it. It's like 11 frames, large dog + woman. WW_Denk_.package
simdulgence Posted September 11, 2019 Posted September 11, 2019 There are a couple of issues with the xml: Spoiler <T n="object_animation_clip_name">ObjectAnimationClipName</T> <!-- [REMOVE IF UNUSED] Object animation ClipName --> This is used when you've altered the rig of an object - for example a bed - for use in your animation. Probably harmless to keep in there, but you should get accustomed with taking out unnecessary bits to keep your xml tidy. <T n="animation_allowed_for_random">1</T> 1 <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) --> The first <T> opens this bit of code, and the </T> closes it. Think of them like bookends; the value "1" should only go between them. You've put a second "1" outside of the </T>, which could cause problems. <T n="animation_actors_list"> Dog,Female <!-- List of actors in this animation (add more for more actors, remove any that are not needed) --> In this instance, "Dog,Female" is unneeded and could cause problems. WW isn't looking for an actual list of actors here. What comes next are individual bits of code that describe each of the actors. That's all you need. <T n="animation_clip_name">DogHump</T> <!-- Sim animation ClipName --> This is the biggest issue I can see - you have the wrong clip name. Look at the list of clips in your package - the actual clip is called "Denk21:PosePack_201909100254596036_set_1". <T n="animation_clip_name">AnimationClipName1y</T> <!-- Sim animation ClipName --> Same problem as before. The actual clip name is "Denk21:PosePack_201909100254596036_set_2". The issue with the clip names is definitely priority 1. Get those to match the names of your clips, and your animation might work. But the other bits are also in need of tidying. I'd recommend downloading the XML file from Turbo's tumblr and reading the guide again carefully - only add text where there already is text (change a 1 to a 2, etc) rather than outside of the < >. There might be other issues as it relates to the dog/sim situation - I don't know if those get coded any differently. But it might be that a little tidying up and using the right clip names gets your animation working.
denk21 Posted September 12, 2019 Author Posted September 12, 2019 On 9/10/2019 at 9:00 PM, simdulgence said: There are a couple of issues with the xml: Hide contents <T n="object_animation_clip_name">ObjectAnimationClipName</T> <!-- [REMOVE IF UNUSED] Object animation ClipName --> This is used when you've altered the rig of an object - for example a bed - for use in your animation. Probably harmless to keep in there, but you should get accustomed with taking out unnecessary bits to keep your xml tidy. <T n="animation_allowed_for_random">1</T> 1 <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) --> The first <T> opens this bit of code, and the </T> closes it. Think of them like bookends; the value "1" should only go between them. You've put a second "1" outside of the </T>, which could cause problems. <T n="animation_actors_list"> Dog,Female <!-- List of actors in this animation (add more for more actors, remove any that are not needed) --> In this instance, "Dog,Female" is unneeded and could cause problems. WW isn't looking for an actual list of actors here. What comes next are individual bits of code that describe each of the actors. That's all you need. <T n="animation_clip_name">DogHump</T> <!-- Sim animation ClipName --> This is the biggest issue I can see - you have the wrong clip name. Look at the list of clips in your package - the actual clip is called "Denk21:PosePack_201909100254596036_set_1". <T n="animation_clip_name">AnimationClipName1y</T> <!-- Sim animation ClipName --> Same problem as before. The actual clip name is "Denk21:PosePack_201909100254596036_set_2". The issue with the clip names is definitely priority 1. Get those to match the names of your clips, and your animation might work. But the other bits are also in need of tidying. I'd recommend downloading the XML file from Turbo's tumblr and reading the guide again carefully - only add text where there already is text (change a 1 to a 2, etc) rather than outside of the < >. There might be other issues as it relates to the dog/sim situation - I don't know if those get coded any differently. But it might be that a little tidying up and using the right clip names gets your animation working. Thanks for going out of your way to help me with this. I went through the guide, and redid the xml file, imported it into the package, and loaded the game up. Now ww shows my name among the other animation authors, and the animation count was increased by 1. Problem is, when I click on the floor, and try to initiate sex, the animation still doesn't show up in the animation selection window. Here the new xml is attached. It seems making animations is easier, than getting it to show up in game lol. I hope to get this down sooner or later, I really want to make a crapload of animations for people to enjoy. I originally thought making animations was too hard for me, but it doesn't seem like it. S4_7DF2169C_00000000_D47D5DC22E54278D.xml
simdulgence Posted September 12, 2019 Posted September 12, 2019 Spoiler <T n="receiving_actor_category">VAGINAL</T> This line down near the bottom should be altered to match the others, which all say the category is teasing. I don't think that's going to fix your problem, though (I think I made that mistake once too and it didn't stop my animation from playing). <T n="animation_events_list"> <!-- List of events in this animation (add more for more events, remove any that are not needed) --> <T> <!-- [START OF EVENT ENTRY] --> <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) --> <T n="event_start_timecode">1.23456</T> <!-- Decimal Number in animation duration of when this event triggers --> <T n="event_end_timecode">9.87654</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) --> <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) --> <T n="effect_name">EffectName</T> <!-- Effect Name that will be displayed --> <T n="effect_joint_name">BoneJointName</T> <!-- Bone Joint Name from the Event Target used for the position of the effect --> <T n="dont_run_if"> <!-- List of flags that prevent this event from triggering if true --> <T n="actor_has_condom">1</T> <!-- Flag that checks if Event Target is wearing a condom (use to prevent cum effects when Sim is wearing a condom) --> </T> </T> <!-- [END OF EVENT ENTRY] --> <T> <!-- [START OF EVENT ENTRY] --> <T n="event_type">CUM</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) --> <T n="event_start_timecode">1.23456</T> <!-- Decimal Number in animation duration of when this event triggers --> <T n="event_target">a1</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) --> <T n="cum_layer_type">FACE</T> <!-- Cum Layer Type to apply on the Event Target (FACE, CHEST, BACK, VAGINA, BUTT, FEET) --> </T> <!-- [END OF EVENT ENTRY] --> </T> Remove this entire section. It's telling the game to play an effect and to apply a condom/cum, but it's also telling the game to do those things at times that don't match up to your animation. This might be the cause of your problem, or it might not, but you should take it out if it's not being used. I take out all lines that I'm not directly using/changing for my animation, including effects. Beyond those two things I'm not sure where the problem lies. After those bits are fixed, the xml looks pretty good. But I don't know what your package is like now, and I also still don't know if there's anything else special that has to be done to tell the game this is an animation for a sim and a dog. Are other sim/dog animations for the floor showing up in your game? And yeah, getting the xml right to make sure the animation shows up in game is a bit tricky; I found it that way when I started making animations (and I'm still pretty new to it). But after you've done a few, it becomes so much easier.
denk21 Posted September 14, 2019 Author Posted September 14, 2019 I tried changing those things. If I remove that events list section from the xml, the game doesn't list or detect the author name, and doesn't seem to count the new animation. The package is still pretty much the same as before, other than monkeying around with xml files. Yeah, other floor animations are there and can be selected. Maybe I should ask the people that have created pet animations, about this. There very well could be some setting needed to add pet functionality, that I'm missing. Btw, how many frames is typical for an animation? 11 or 12, probably isn't real good unless you can slow them down some how.
Michse222 Posted September 14, 2019 Posted September 14, 2019 Look at <T n="animation_genders"> and <T n="animation_pref_gender"> for the Female actor Female or Both is fine. For the dog you have to select another one - I think the full list of tags is in the additional files for modders from coolnutty. Try to use <T n="animation_genders">LARGEDOGMALE</T> as well as <T n="animation_pref_gender">LARGEDOGMALE</T>for the pet actor The more frames you use the better - if they are used to enhance/randomize the movement. Starting with 150 frames works (if you loop it a few times). 150 frames translate to ~5 seconds ingame - so not a long time. Note that the game can't loop seamlessly - so the shorter your animation and the higher your loop count you get more of those little bumps.
denk21 Posted September 16, 2019 Author Posted September 16, 2019 On 9/13/2019 at 11:38 PM, Michse222 said: Look at <T n="animation_genders"> and <T n="animation_pref_gender"> for the Female actor Female or Both is fine. For the dog you have to select another one - I think the full list of tags is in the additional files for modders from coolnutty. Try to use <T n="animation_genders">LARGEDOGMALE</T> as well as <T n="animation_pref_gender">LARGEDOGMALE</T>for the pet actor The more frames you use the better - if they are used to enhance/randomize the movement. Starting with 150 frames works (if you loop it a few times). 150 frames translate to ~5 seconds ingame - so not a long time. Note that the game can't loop seamlessly - so the shorter your animation and the higher your loop count you get more of those little bumps. Thanks a lot! It finally showed up, and the short 11 frames played in like 0.003 seconds lol. At least I know I can get it in game now.
denk21 Posted November 4, 2019 Author Posted November 4, 2019 It's been awhile since I messed around with this stuff. Anyways, I got an animation with like 153 frames, and for the life of me, I can't get them to show up in game again. I wish it wasn't such a pain in the ass to get through these xmls. For some reason, If have the older test file in the mods folder, along with the new file, the animations actually loaded. But if I only have the new file in there, it doesn't show up. Plus for some reason my animations are showing up weird, with actors completely out of their coordinates, and places, and kind of distorted. I don't have a clue right now. Here's the new xml I tried getting to work tonight. S4_7DF2169C_00000000_422945B80F685BE6.xml
Simmer190096 Posted May 25, 2020 Posted May 25, 2020 I know this is an old post now but i'm suffering the same issues as Denk except with a Male and Female sim. it's showing up in my list on start up but not showing at all. Have checked XML and as far as I canSimmer190096 Loving Couple Animation.rar tell, it's as good as can be but am new to this so wouldn't be surprised if there was something up that i'm missing. Would someone mind having a look to see what's up?
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