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[1.6] RJW Animation Framework


c0ffeeeee

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  • 3 weeks later...
Posted (edited)

Is there a way to hide hostile pawns weapons during an animation? I don't remember this happening in the past. But certain animations show a hostile pawns weapon when assaulting a colonist. 

 

Not sure if its an issue with a specific animation, or the framework itself. I would assume the prior, but asking here to make sure.

 

The animation in question is: "Female_R*pe_Black_MissionaryInside_BEV_Stage4" But I believe I have seen this with other animations as well. 

 

Example below:

 

Spoiler

dfLwteO.png

 

 

Edit 1: Upon further testing, this is applying to all r*pe animations. Seemingly only if the aggressor is hostile*. I could not replicate this by having my own colonists r*pe others. Consensual animations seem normal/fine. If I just use RJW + Animation Framework and rely on the default animations, it still happens. Going to go through my mod-list to see if something is causing this. But if anyone has any ideas, would appreciate!

 

Edit 2: I disabled all my mods, only leaving DLC, Core, Harmony, Hugslib, RJW and Rimworld Animations 2.0

Any r*ape animation from a hostile pawn (in my tests, pirate bosses spawned with dev mode) will have this issue. I don't remember this happening in the past. Unless this is a setting in the RJW settings menu that I missed, the issue is not mod compatibility-related. 

Edited by Nohrin
  • 3 weeks later...
Posted

Likely been posted before but for people not knowing how to download from Gitgud or Github, click the blue/green(blue in gitgud, green in github) button that says "code" on it and from the drop-down menu that appears, click "zip".

Posted

Anyone know how to fix this bug?


Bestiality with bugs always do "FacetoFace" animation, same with pig by the looks of it so far.

It used to do another animation of just bugs mounting people who are cocooned, but now its this position exclusively?

 

How could i fix this? re-arrange animation mods?

alwaysthisanimation.png

  • 4 weeks later...
Posted

The whole animation code changed so the overrides that the mod uses are useless in 1.6. Basically it needs a complete overhaul to be compatible for 1.6 (in my limited understanding).

Posted

Is there any animation mod currently on 1.6? I'll take anything at this point. Or is RJW good enough on its own?

Posted

I got a ton of RJW mods to work with 1.6 except for the animations. The animation mods make all the pawns disappear for me and slow the game down to a crawl so I think we'll need to wait unfortunately

Posted
On 7/16/2025 at 12:23 PM, ReMeDy said:

Is there any animation mod currently on 1.6? I'll take anything at this point. Or is RJW good enough on its own?

 

RJW works fine without an animation mod, it just means instead of detailed animations you get two pawns bumping into each other while little hearts appear above them.  Still better than vanilla lovin' animations.

 

 

 

  • 2 weeks later...
Posted (edited)

I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 

AnimationExample.png

Edited by dcri
Posted
On 8/8/2025 at 7:28 AM, dcri said:

I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 

 

I would say just do it

Easier to beg forgiveness than ask permission and theres no indication a 1.6 version is even coming

Posted

 

On 8/8/2025 at 8:28 AM, dcri said:

I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 

 

18 hours ago, MrIsaac said:

I would say just do it

Easier to beg forgiveness than ask permission and theres no indication a 1.6 version is even coming

 

I agree with MrIsaac!

 

@ dcri: How about you go for it and put the usual "Disclaimer" in that you would take down your version if the original author objects or publishes their own update?! 

  • c0ffeeeee changed the title to [1.6] RJW Animation Framework
Posted

I pushed a working 1.6 version to the master branch :)

But I'm still planning on adding various stuff and fixing different bugs, I'm usually in the RJW Discord if you want to follow or give feedback!

Posted (edited)

Oh btw, animation makers need to do this:

For each of your AnimationDefs (in the stage files),

  1. Ctrl + F Search and replace <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> to <workerType>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerType>,
  2. Ctrl + F Search and replace animationParts to keyframeParts,
  3. Thank Tynan for renaming things 😐
Edited by c0ffeeeee
Posted
1 hour ago, Jijodebuta189 said:
Anims addons seem to be outdated, sorry for the stupid question, but they are no longer compatible, aren't they?

they have to be updated for 1.6, should be an easy fix tho, maybe even easy enough for you to do on your own, instructions are in the above post

Posted (edited)

Hey, I happen to try to download all packs regardless of whether I'm using them or not in the installer thingy that rjw provides, now, here is the thing, i got a lot of errors particularly seems to be affecting bestiality animations i think? specially since the errors disappeared after disabling Canines Animations and RJWAnimAddons-SeXtra2

 

Edit:

After downloading all pack that were available for 1.5 and edited them as the post above said, I realized that I got a lot of errors in other packs too, for example,

abscon-classic-animation-pack gave me tons of parse failure

and other animations pack gave me lots of Could not resolve cross-reference to Verse.Animation named X (wanter=animationDefs)

other erros that i got were stuff like

XML error: <workerType>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerType> doesn't correspond to any field in type PawnRenderNodeProperties_GraphicVariants.

 

After all of this, my question is, it is safe to just ignore all of this errors? haven't tried it, I'm just going to sleep for today

Edited by pussy_destroyer203

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