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Blender -> WhickedWhims Bugs and Stress | Help Needed


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Posted

I can not, for the life of me figure out why my animations are once imported into the game:

 

  • SIM is seen Floating in Mid Air.
  • SIM is seen in Floor, facing down, facing up even, sideways if im lucky.
  • SIM is seen T-Posing but Object Moves.
  • Object Doesnt move and While SIMMoves.
  • Blender b_R_Prop_ & b_L_Prop_ bone somehow moved.

 

Possible Problems:

 

  • Something to do with moving | rig.female \ Pose \ b_R_Prop_ & b_L_Prop_ |
  • Exporting the Object and Character of the animation seperately but forgeting to delete/remove a Rig.

 

 

What I've tried and Outcomes:

 

  • Making b_R_Prop_ & b_L_Prop_ unselectable | SIM Floats + Object not alligned

 

  • Go into object mode, click Pose in rig.female and Clear Rotation | SIM Is either in the ground or facing the other way. [NOTE: Rot&Loc were at 0 and still the same problem]

 

  • Append Object > Make sure im in Pose Mode instead of Object Mode when moving. | Still no luck

 

Other than that, registering it into the game and having the object register as part of the animation hasn't been a problem

 

What I use for the process:

 

  • Blender 2.79 (Main animating)
  • Blender 2.70 (I still have it for some reason)
  • S4Studio
  • S4PE
  • ModdingToolbar

 

 

That's about it, ask away. Any help is appreciated!

 

Some Examples: 

 

 Model T-Poses but Object Moves

Spoiler

444980175_09-13-19_4-22-20AM.jpg.b82600a605b5bd72581ddcb874eed8a1.jpg

 

Model Moves but Object is fecking dead.

Spoiler

1858327998_09-13-19_9-00-11AM.jpg.4d390bc3b3f61d282eb3f40ae69922f2.jpg

 

Look im fecking floating. Object and Sim Moves, hey, progress

Spoiler

1306675451_09-13-19_10-30-28AM.jpg.da901c00c70f8163353867b546a078ae.jpg

 

Posted

It would be helpful if you could share your package file. It's hard to know exactly where the issue is without seeing your code/files.

If you'd prefer not to do that, all I can suggest is making sure you have the appropriate lines for each part of your animation - the actor and the prop - and that the frame length for each animation is the same. Could be other issues, too, hard to say for sure.

Posted
32 minutes ago, simdulgence said:

It would be helpful if you could share your package file. It's hard to know exactly where the issue is without seeing your code/files.

If you'd prefer not to do that, all I can suggest is making sure you have the appropriate lines for each part of your animation - the actor and the prop - and that the frame length for each animation is the same. Could be other issues, too, hard to say for sure.

Sure no worries.

This is what I just copy and paste for the XML, this was the one where SIM is floating in mid air. Third spoiler above.

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<I c="WickedWhimsAnimationPackage" i="snippet" m="wickedwhims.sex.animations.animations_tuning" n="PLAYSIMAtionPack:TentacleTom" s="15983545009370459884"> <!-- 'n' as your Package Name and 's' as Integer ID of your package -->
  <T n="wickedwhims_animations">1</T>
  <L n="animations_list">

    <T> <!-- [START OF ANIMATION ENTRY] -->
      <T n="animation_raw_display_name">Tentacle Tom Vaginal Stage 1</T> <!-- [REMOVE IF USING "animation_display_name" FIELD] Raw Text for displayed animation name -->
      <T n="animation_author">PLAYSIMAtion</T> <!-- Raw Text for displayed author name of this animation -->

      <T n="animation_locations">FLOOR</T> <!-- List of Location Categories for where this animation can be used at -->
      <T n="animation_custom_locations">357171569</T> <!-- [REMOVE IF UNUSED] List of Object WWIDs for where this animation can be used at -->
      <T n="object_animation_clip_name">WildWindsStudios:PosePack_201909131016396519_set_2</T> <!-- [REMOVE IF UNUSED] Object animation ClipName -->

      <T n="animation_category">VAGINAL</T> <!-- Sex Category of the animation (TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL, CLIMAX) -->
      <T n="animation_tags"></T> <!-- [REMOVE IF UNUSED] List of Sex Tags that give the animation context (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) -->
      <T n="animation_loops">2</T> <!-- Number of times the animation will play in a row -->

      <T n="animation_stage_name">YourNameAndYourAnimationStageName</T> <!-- [REMOVE IF UNUSED] Unique stage name of this animation that is used to trigger this animation as the next stage -->
      <T n="animation_next_stages">NameOfNextAnimationStage, OtherNameOfNextAnimationStage</T> <!-- [REMOVE IF UNUSED] List of stage names that are used as next animation after this one ends -->

      <T n="animation_allowed_for_random">1</T> <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) -->

      <T n="animation_actors_list"> <!-- List of actors in this animation (add more for more actors, remove any that are not needed) -->

        <T> 
          <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">0</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor -->
          <T n="animation_clip_name">WildWindsStudios:PosePack_201909131016396519_set_1</T> <!-- Sim animation ClipName -->

          <T n="animation_type">VAGINAL</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) -->

          <T n="animation_genders">FEMALE</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH, MERMAID_MALE, MERMAID_FEMALE, MERMAID_BOTH) -->
          <T n="animation_pref_gender">FEMALE</T> <!-- [REMOVE IF UNUSED] Preferred gender type of this actor if actor gender is set to BOTH (MALE, FEMALE, ALIEN_MALE, ALIEN_FEMALE, GHOST_MALE, GHOST_FEMALE, VAMPIRE_MALE, VAMPIRE_FEMALE, MERMAID_MALE, MERMAID_FEMALE, MERMAID_BOTH) -->

          <T n="animation_outfit_category">CURRENT_OUTFIT</T> <!-- [REMOVE IF UNUSED] Outfit Category this actor will change into when sex begins (CURRENT_OUTFIT, EVERYDAY, FORMAL, ATHLETIC, SLEEP, PARTY, CAREER, SWIMWEAR, HOT_WEATHER, COLD_WEATHER) -->
          <T n="animation_naked_type">BOTTOM</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) -->
          <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) -->
          <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) -->
          <T n="animation_allow_strapon">0</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) -->

          <T n="animation_y_offset">-1</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->
          <T n="animation_facing_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor orientation in 360 degrees -->

          <T n="animation_actor_tags"></T> <!-- [REMOVE IF UNUSED] List of Actor Tags that give the animation context and functions (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) -->

          <T n="actor_interactions"> <!-- List of this actor interactions with other actors -->
            <T>
              <T n="receiving_actor_id">0</T> <!-- Numerical ID of receiving actor this actor is interacting with -->
              <T n="receiving_actor_category">VAGINAL</T> <!-- Sex Category of interaction this actor is performing on the receiving actor -->
              <T n="receiving_actor_cum_layers">NONE</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) -->
              <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) -->
            </T>
          </T>
        </T> 
        <!-- [END OF ACTOR ENTRY] -->
      </T>
    </T> 
    <!-- [END OF ANIMATION ENTRY] -->
    <!-- Next Animation Goes Here -->
  </L>
</I>
 

 

Bugs and Problems.7z

Posted

At quick glance your xml doesn't look wrong. But I'm not experiencing the issue you are. In my game, your third animation looks like this:

 

Spoiler

tom.jpg.51a21b5e193139085af7e8e5a26ca024.jpg

 

She's on the ground, rather than floating, and I can see the object is moving. It's also largely inside her body, which makes me think something is off with the positioning for the object, but you'd need to fix that in blender. At least the game is recognizing the clips/actors/objects and playing the sequence, which is a good start.

I wonder if there's something off in your /Mods folder, like an extra unnecessary rig or something?

Posted
22 minutes ago, simdulgence said:

At quick glance your xml doesn't look wrong. But I'm not experiencing the issue you are. In my game, your third animation looks like this:

 

  Reveal hidden contents

tom.jpg.51a21b5e193139085af7e8e5a26ca024.jpg

 

She's on the ground, rather than floating, and I can see the object is moving. It's also largely inside her body, which makes me think something is off with the positioning for the object, but you'd need to fix that in blender. At least the game is recognizing the clips/actors/objects and playing the sequence, which is a good start.

I wonder if there's something off in your /Mods folder, like an extra unnecessary rig or something?

Just remembered that particular file has been fixed by this line in the XML

"<T n="animation_y_offset">-1</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->"

It started with the SIM in spoiler 3.

 

What boggles me is that the blender animation looks like this:

Everything seems alligned and I dont think I messed much up.

 

1. Girl only

2. Obj only

3. Animated Main File

Spoiler

girlTentacleTom.PNG.883e205e8e0330b2580839b3bec1c0ff.PNG

Spoiler

tomTentacleTom.PNG.c4c6ade75659a39ee8a83fcd2bd1536d.PNG

Spoiler

TentacleTom.PNG.cacb56833504c2326f8d62299557da44.PNG

 

Posted

Are you parenting the object to her hand? Did you move its root rather than the transform bone? Just guessing at possible issues.

 

The animation where the sim moves but the object doesn't: that isn't playing because of your xml. If your sim clicks an object to start sex, you use "object_animation_clip_name" and put your clip's name there. If your sim clicks an object to start sex and interacts with a different object, you use "prop_animation_clip_name" and put your clip's name there. Because you aren't initiating sex by clicking the fish, the game doesn't even see that the fish is involved in the animation. Currently you're telling the floor to play the fish animation.

The bit of code you want to use is in the WW template, near the bottom of the XML. Use that and see if it fixes the issue.

(Also: I can't open the "Failed Teasing Sitting" package in S4S which makes me wonder if there's a syntax problem somewhere in the XML? It does open in s4pe. But something in there might need cleaning up.)

Which package file refers to the animation where the object moves, but the sim doesn't?

Posted
9 minutes ago, simdulgence said:

Are you parenting the object to her hand? Did you move its root rather than the transform bone? Just guessing at possible issues.

 

The animation where the sim moves but the object doesn't: that isn't playing because of your xml. If your sim clicks an object to start sex, you use "object_animation_clip_name" and put your clip's name there. If your sim clicks an object to start sex and interacts with a different object, you use "prop_animation_clip_name" and put your clip's name there. Because you aren't initiating sex by clicking the fish, the game doesn't even see that the fish is involved in the animation. Currently you're telling the floor to play the fish animation.

The bit of code you want to use is in the WW template, near the bottom of the XML. Use that and see if it fixes the issue.

(Also: I can't open the "Failed Teasing Sitting" package in S4S which makes me wonder if there's a syntax problem somewhere in the XML? It does open in s4pe. But something in there might need cleaning up.)

Which package file refers to the animation where the object moves, but the sim doesn't?

  • Parenting to hand - Nope
  • Root rather than Transform Bone - I Use the transform bone

 

Yah Im trying to understand the Prop/Object - But what I'm getting is:

  • If I initiate sex on chair \\ Object
  • If I interact with an object such as > Toys > Clutter \\ Prop
  • What if I initiate sex on a chair with an object? Object + Prop?

 

I don't believe I have that package anymore but I can see where I went wrong in the XML, but still unsure about my Blender problems.

Posted

The prop/object thing isn't automatic. Your tentacle toy works because you can click on it; the angler fish is a hidden debug object that you can't click on so you can't start your interaction with that object. I'm not sure there's any reason you can't treat the tentacle toy as an object in your animation, rather than a prop, but there are two things to consider:

  • What happens if the toy is up on a shelf in a room? Does the sim jump to that location instead of the floor? That would need to be tested and would tell you if it's safe to treat the toy as an object or if it needs to be a prop.
  • WW spawns props as part of the animation and they disappear afterwards. If there's a tentacle toy on the shelf, and your sim has sex with a prop toy, it won't affect the toy on the shelf. It'll stay there during the animation. If you find that weird/it breaks immersion, that's something to consider.

Point 1 is more important, because you don't want sims spawning in weird places to play out animations. Point two is more an aesthetic/immersion choice.

If you want your sim to play with a toy while on a chair, you have a prop animation and leave it at that. If you want your sim to play with a toy while on a chair and you want to make the chair bounce/move/animate, then you have a prop animation (toy) and an object animation (chair). You only need an object animation if the object you interact with is going to move (you might already know this).

So there are still two problems:
1. One animation where the sim t-poses while the object moves
2. One animation where the prop might be clipping the sim quite a lot

It would be helpful to see the .blend files you're working with for those two. If you don't want to post them publicly, you can always PM them to me.

Posted
12 minutes ago, simdulgence said:

The prop/object thing isn't automatic. Your tentacle toy works because you can click on it; the angler fish is a hidden debug object that you can't click on so you can't start your interaction with that object. I'm not sure there's any reason you can't treat the tentacle toy as an object in your animation, rather than a prop, but there are two things to consider:

  • What happens if the toy is up on a shelf in a room? Does the sim jump to that location instead of the floor? That would need to be tested and would tell you if it's safe to treat the toy as an object or if it needs to be a prop.
  • WW spawns props as part of the animation and they disappear afterwards. If there's a tentacle toy on the shelf, and your sim has sex with a prop toy, it won't affect the toy on the shelf. It'll stay there during the animation. If you find that weird/it breaks immersion, that's something to consider.

Point 1 is more important, because you don't want sims spawning in weird places to play out animations. Point two is more an aesthetic/immersion choice.

If you want your sim to play with a toy while on a chair, you have a prop animation and leave it at that. If you want your sim to play with a toy while on a chair and you want to make the chair bounce/move/animate, then you have a prop animation (toy) and an object animation (chair). You only need an object animation if the object you interact with is going to move (you might already know this).

So there are still two problems:
1. One animation where the sim t-poses while the object moves
2. One animation where the prop might be clipping the sim quite a lot

It would be helpful to see the .blend files you're working with for those two. If you don't want to post them publicly, you can always PM them to me.

That's Information I didn't know before, this clears alot up.

For sure I'll get back to you with any further Questions in the future but I'll troubleshoot some of that for the time being.

You've been amazing help, much appreciated.

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