Guest Posted February 3, 2020 Share Posted February 3, 2020 I add a dildo to falmer only in stage 1, but the dildo show in all stages, even after animation: I'm sure I have set "AnimObjectUnequip" in ck, my txt file is right: PsycheAnimation LE 1.0.5V with bug.7z Animation( id="FalmerRape", name="FalmerRape", tags="Creature,Falmer,Bestiality,CF,Dirty,Rough,Vaginal,Standing,Rape,Aggressive,Defeated", sound="Squishing", actor1=Female(add_cum=Vaginal), a1_stage_params=[ Stage(1, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL"), Stage(2, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL PsycheDildoEq"), Stage(3, open_mouth=True, silent=True, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL PsycheDildoEq"), Stage(4, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL"), Stage(5, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL"), Stage(6, object="PsycheDoublePole PsycheNormalRopeR PsycheNormalRopeL"), ], actor2=CreatureMale(race="Falmers"), a2_stage_params=[ Stage(1, object="PsycheFalmerDildo"), ], ) Version V1.0 ' PsycheFalmerRape s -o PsycheFalmerRape_A2_S1 PsycheFalmerRape_A2_S1.hkx PsycheFalmerDildo + PsycheFalmerRape_A2_S2 PsycheFalmerRape_A2_S2.hkx + PsycheFalmerRape_A2_S3 PsycheFalmerRape_A2_S3.hkx + PsycheFalmerRape_A2_S4 PsycheFalmerRape_A2_S4.hkx + PsycheFalmerRape_A2_S5 PsycheFalmerRape_A2_S5.hkx + PsycheFalmerRape_A2_S6 PsycheFalmerRape_A2_S6.hkx Link to comment
RohZima Posted February 4, 2020 Share Posted February 4, 2020 I don't think you have done anything wrong looking at the source... Do you have the latest version of SLAL, the Python generator thing is available in a thread somewhere I think, that's where I got it. I assume you do have the latest anyway if loading multiple animObjects works.. I think it's just the game... I always have to jump to get rid of animObjects that I load from poser or SLAL. What I did once for one of my pooping animations was, on the stages that I wanted the object to disappear, just animate the object deep under the ground... Obviously that is a workaround not a fix, but it will definitely work at least. --------------------------------------------------------------- By the way you are into some crazy shit lol ? Link to comment
MadMansGun Posted February 4, 2020 Share Posted February 4, 2020 On 2/3/2020 at 10:10 AM, PsycheHHH said: Version V1.0 ' PsycheFalmerRape s -o PsycheFalmerRape_A2_S1 PsycheFalmerRape_A2_S1.hkx PsycheFalmerDildo + PsycheFalmerRape_A2_S2 PsycheFalmerRape_A2_S2.hkx + PsycheFalmerRape_A2_S3 PsycheFalmerRape_A2_S3.hkx + PsycheFalmerRape_A2_S4 PsycheFalmerRape_A2_S4.hkx + PsycheFalmerRape_A2_S5 PsycheFalmerRape_A2_S5.hkx + PsycheFalmerRape_A2_S6 PsycheFalmerRape_A2_S6.hkx anything on stage 1 (be it object or AVbHumanoidFootIKDisable) tends to get applied to all stages after it (or at least in my experience). i would have suggested adding a extra stage before it so that stage would become stage 2 instead....but i too am having problems with objects not getting removed from the Falmers: i made a cum object for one of my animations on stage 4 but it's not getting removed for stage 5 or even after the animation ended, therefor i think the race is bugged. so i'm thinking maybe try making a nif that has no mesh (or a invisible mesh) that gets applied to the same node after that stage is done, hopefully that would force the original object to get removed. Link to comment
Guest Posted February 5, 2020 Share Posted February 5, 2020 7 hours ago, MadMansGun said: anything on stage 1 (be it object or AVbHumanoidFootIKDisable) tends to get applied to all stages after it (or at least in my experience). i would have suggested adding a extra stage before it so that stage would become stage 2 instead....but i too am having problems with objects not getting removed from the Falmers: i made a cum object for one of my animations on stage 4 but it's not getting removed for stage 5 or even after the animation ended, therefor i think the race is bugged. so i'm thinking maybe try making a nif that has no mesh (or a invisible mesh) that gets applied to the same node after that stage is done, hopefully that would force the original object to get removed. Thank you so much, I will try it, btw what does AVbHumanoidFootIKDisable use for? I saw it so many times in other author's animation but still don't know what it is. Link to comment
MadMansGun Posted February 5, 2020 Share Posted February 5, 2020 19 minutes ago, PsycheHHH said: Thank you so much, I will try it, btw what does AVbHumanoidFootIKDisable use for? I saw it so many times in other author's animation but still don't know what it is. FootIK keeps the player/npc's feet on top of the ground when they are on uneven ground (eg: when your standing on rocks), but however it messes with the leg alignments in some animations (they are not where you had them when you exported it), AVbHumanoidFootIKDisable is used to disable it, if you ever have a ankle not lining up with a restraint or a leg clipping into another actor when it looked fine in max, then chances are FootIK is to blame. just remember that AVbHumanoidFootIKDisable is only to be used on Human actors and only if needed*, also it should only be on stage 1 to avoid unnecessary bloating of behavior commands. * it can cause problems if over used, Eg: slower loading of all animations, and a slightly increased CTD chance. Link to comment
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