xyzxyz Posted April 30, 2025 Posted April 30, 2025 Is there anything special to look out for when installing? I had seen some workbench animation from this mod in my game but the partners just clipped into each other and didn't move.
RohZima Posted May 2, 2025 Author Posted May 2, 2025 On 5/1/2025 at 4:27 AM, xyzxyz said: Is there anything special to look out for when installing? I had seen some workbench animation from this mod in my game but the partners just clipped into each other and didn't move. Its a very simple aaf mod. I don't actually know that much about aaf but to me it sounds like you need to reinstall and check that the xmls are in place with the right dat stamp. It could be an issue I sometimes have where the npc ai kicks in and the npc tries to go to their schedule and messes up the animation. In that case, moving to a different location resolves it.
Holylokki Posted May 2, 2025 Posted May 2, 2025 On 4/30/2025 at 11:27 PM, xyzxyz said: Is there anything special to look out for when installing? If you have a properly working AAF of one of the latest versions, then installing any existing animation package comes down to "plug-n-play". Especially if it does not contain anything except, actually, animations. On 4/30/2025 at 11:27 PM, xyzxyz said: I had seen some workbench animation from this mod in my game but the partners just clipped into each other and didn't move. Usually this means that the AAF XML animation settings files are formally written without errors. That is, AAF can read them and use them to launch the scene. But at the same time: 1. Either animationData contains incorrect links to the esp file 2. Or something is wrong with the esp file itself. For example, it is not connected, lol. 3. Or the hkx animation files themselves are missing at the path specified in the esp file. 4. There is also an exotic option that at the moment this creature cannot be animated using AAF. For example, animation exists for Alien, but does not work. This does not apply to Humans. 3 hours ago, xyzxyz said: The previous RZ version works with a modern AAF setup. 2.70 works without problems. And the previous versions too. They are almost the same, except for a couple of new animations. 2
sergafon Posted May 3, 2025 Posted May 3, 2025 Hi! I have one little question! There are two animations are listed in the bottom of "Current List of Animations", grey and cursive (Blowjob2MCouchTender and DP2MCouchTender). How can i get them???
BigNtheBadass Posted May 4, 2025 Posted May 4, 2025 2 hours ago, sergafon said: Hi! I have one little question! There are two animations are listed in the bottom of "Current List of Animations", grey and cursive (Blowjob2MCouchTender and DP2MCouchTender). How can i get them??? Fairly certain that positions written in italicized font are the current Works in Progress.
RohZima Posted May 4, 2025 Author Posted May 4, 2025 5 hours ago, sergafon said: Hi! I have one little question! There are two animations are listed in the bottom of "Current List of Animations", grey and cursive (Blowjob2MCouchTender and DP2MCouchTender). How can i get them??? Hi those are on the patreon so just wait or sign up to patreon
SirSubeedo Posted May 4, 2025 Posted May 4, 2025 I was wondering if you could start posting what animations you've added to updates both on here and on patreon as its a little confusing for me as well. Maybe add "~" for wip, "*" for new, and just leave current animations the same. 3
poblivion Posted May 4, 2025 Posted May 4, 2025 @RohZima Thanks for hte update ! Your animations are just great, good job. 2
sergafon Posted May 4, 2025 Posted May 4, 2025 4 hours ago, RohZima said: Hi those are on the patreon so just wait or sign up to patreon OK, thank you. I'll be waiting. Am not greedy just don't have access to Patreon. 1
RohZima Posted May 5, 2025 Author Posted May 5, 2025 21 hours ago, SirSubeedo said: I was wondering if you could start posting what animations you've added to updates both on here and on patreon as its a little confusing for me as well. Maybe add "~" for wip, "*" for new, and just leave current animations the same. There's no work in progress. Just public and patreon... 2
katrina.balanchuk Posted May 5, 2025 Posted May 5, 2025 6 hours ago, RohZima said: There's no work in progress. Just public and patreon... I have started disabling many of my other animation mods to steer AAF to picking yours since yours are more lifelike. 1
Mimirue17 Posted May 5, 2025 Posted May 5, 2025 This is by far the best animation set out there. If using UAP should we be selecting this category? that mod is extremely old (not even sure it works as intended anymore actually) and this set of animation has been updated 3-4 times since then. Curious if all of the set is tagged with anal, oral and vaginal as I am using mods that track activity in each area for daily quotas. 1
Holylokki Posted May 5, 2025 Posted May 5, 2025 1 hour ago, Mimirue17 said: If using UAP should we be selecting this category? UAP is a rewritten settings for animations that already existed when it was created. UAP should be used with animations that have not been updated since UAP was released. That is, with almost all major animation packages. It does nothing at all with new animations. 1 hour ago, Mimirue17 said: Curious if all of the set is tagged with anal, oral and vaginal as I am using mods that track activity in each area for daily quotas. The original settings files do not contain the required tags. Use these settings if you want the correct tags:
kaindayo Posted May 27, 2025 Posted May 27, 2025 Does this Animation Pack have funisher data? Will it work with CSA, and Violate, and Raider Pet?
RohZima Posted May 28, 2025 Author Posted May 28, 2025 21 hours ago, kaindayo said: Does this Animation Pack have funisher data? Will it work with CSA, and Violate, and Raider Pet? It has furniture. I presume it'll work with mods like that but the xmls would need configuring. Maybe try those xmls above from Holylokki.
Holylokki Posted June 3, 2025 Posted June 3, 2025 Hi. Do I understand correctly that when creating animations you change the position of Root? I understand that this may be more convenient and faster than changing the actor's position relative to Root. But this creates problems when registering animations, since you have to specify offsets that are different from zero. And what's worse, it creates problems when playing animations. Because when switching between animations, the first frame of the previous animation is taken to create a "conditionally smooth" transition between them, but with the offset of the new animation. If the offsets of the animations have different values, the actor twitches. This is clearly seen in the example of switching between RZ_DoggyCarTender01 and RZ_DoggyCarTender02. The actress first flies away into the distance, and then returns back. Because Root turns 180 degrees and the first frame of RZ_DoggyCarTender01 ends up on the other side of Root. This is not so noticeable when switching between different staged animations, but it really spoils the perception when it happens inside a staged animation. I imported RZ_DoggyCarTender01 into 3DSMax and changed the actress's position relative to Root. And changed the offset in RZ_DoggyCarTender01 from 270 to 90. The actress stopped flying off into the unknown. However, another problem emerged: when switching Pevis and Spine1, the actresses turn in different directions. But this is either an import error, or can only be fixed in the source. So I'll attach the hkx file just as an example. Think about it. RZ_DoggyCarTender01_F1.zip
RohZima Posted June 4, 2025 Author Posted June 4, 2025 (edited) On 6/3/2025 at 2:01 AM, sergafon said: Oh... i'm still waiting DP scenes... That is WIP. I started one off a dp one. 21 hours ago, Holylokki said: Hi. Do I understand correctly that when creating animations you change the position of Root? I understand that this may be more convenient and faster than changing the actor's position relative to Root. But this creates problems when registering animations, since you have to specify offsets that are different from zero. And what's worse, it creates problems when playing animations. Because when switching between animations, the first frame of the previous animation is taken to create a "conditionally smooth" transition between them, but with the offset of the new animation. If the offsets of the animations have different values, the actor twitches. This is clearly seen in the example of switching between RZ_DoggyCarTender01 and RZ_DoggyCarTender02. The actress first flies away into the distance, and then returns back. Because Root turns 180 degrees and the first frame of RZ_DoggyCarTender01 ends up on the other side of Root. This is not so noticeable when switching between different staged animations, but it really spoils the perception when it happens inside a staged animation. I imported RZ_DoggyCarTender01 into 3DSMax and changed the actress's position relative to Root. And changed the offset in RZ_DoggyCarTender01 from 270 to 90. The actress stopped flying off into the unknown. However, another problem emerged: when switching Pevis and Spine1, the actresses turn in different directions. But this is either an import error, or can only be fixed in the source. So I'll attach the hkx file just as an example. Think about it. RZ_DoggyCarTender01_F1.zip 12.9 kB · 2 downloads I never move the root but I do rotate the object in my blender seen. Root is just a point afaik. I've never seen what you describe or had anyone mention it to me... "another problem emerged: when switching Pevis and Spine1" Does that process import all my rigging/constraints? Either way, because root is just a point, the game doesn't have any idea of the rotation. Both characters are simply at 0 rotation and then aaf rotates them. The rotation of the object in blender is unknown to the game and aaf. If the character is flying into the distance that sounds like a framework issue because rotating actors is a feature. Maybe I just don't understand what you are saying... I'll read it again later. I'm not keen on altering my rig but maybe I could do an apply rotation or maybe switch the object rotation back to 0 then apply that before export... That would be very easy so I wouldn't mind. EDIT: In fact, that is what I already do because I pull all the animations into a single armature in another blender scene and just export them from there so all animations export at 0 rotation. Edited June 4, 2025 by RohZima 1
Holylokki Posted June 4, 2025 Posted June 4, 2025 (edited) 13 hours ago, RohZima said: Root is just a point afaik. Root specifies the origin of coordinates. Not only the position, but also the direction of the coordinate axes. And the scale of the actors. It's not just a point. 13 hours ago, RohZima said: Does that process import all my rigging/constraints? I don't know how exactly it works. But when it works, the animations of standart bones importing without errors. I use https://www.nexusmods.com/fallout4/mods/69177 for this Usually it works without problems. But with your animations only with the first and last stages. The rest of the stages for some reason lead to a crash of 3DSMax. 13 hours ago, RohZima said: Maybe I just don't understand what you are saying... I'll try to post the video on your discord. The Pevis and Spine rotation issue is actually a complex technical problem. It occurs when the Bone rotation on one of the main axes actually happens on all three axes at once. Even though only one is enough. Because the same Bone position corresponds to multiple rotation coordinate values. This may not be noticeable when working on individual animation stages. But it can seriously mess up your life if you try to create a smooth transition between two very different stages. Edited June 4, 2025 by Holylokki
sergafon Posted July 18, 2025 Posted July 18, 2025 Dear author! Sorry for the question, but I'll ask anyway. How soon will you post a new update? It's very hard to wait, especially for the MMF scene that you spoiled.
poblivion Posted July 18, 2025 Posted July 18, 2025 I think all good things take time. Good things also come about when the author is in the mood to create. It's not good to rush. 5
lee3310 Posted July 18, 2025 Posted July 18, 2025 (edited) 1 hour ago, sergafon said: Dear author! Sorry for the question, but I'll ask anyway. How soon will you post a new update? It's very hard to wait, especially for the MMF scene that you spoiled. Patreons have early access if i'm not mistaken. I also would like to say that if only he used FG body and animated the penis and vaginal bones 😌, they add so much realism to the animation and makes alignment perfect. Hard to fix anal anims in xml with FG body (i don't know how they look with CBBE but that body still doesn't have working genitals if i'm not mistaken and i wonder why) Edited July 18, 2025 by lee3310
Holylokki Posted July 19, 2025 Posted July 19, 2025 (edited) 17 hours ago, lee3310 said: Hard to fix anal anims in xml with FG body The lack of genital animations is solved by using SAMFormer. Not ideal, of course. And not in all cases. But still not bad. Much more efficient than editing XML. 17 hours ago, lee3310 said: they add so much realism to the animation and makes alignment perfect And it also increases the amount of work. Significantly. Not only animating the genitals, but also more correct alignment of the actors relative to each other. For example, in most of Gray50SoF's animations, the position of the pelvic bones is such that even with SAM, getting anything to hit anywhere is extremely problematic. Although the animations themselves look good, yes... Edited July 19, 2025 by Holylokki
lee3310 Posted July 19, 2025 Posted July 19, 2025 (edited) 39 minutes ago, Holylokki said: The lack of genital animations is solved by using SAMFormer. Not ideal, of course. And not in all cases. But still not bad. Much more efficient than editing XML. And it also increases the amount of work. Significantly. Not only animating the genitals, but also more correct alignment of the actors relative to each other. For example, in most of Gray50SoF's animations, the position of the pelvic bones is such that even with SAM, getting anything to hit anywhere is extremely problematic. Although the animations themselves look good, yes... SAM lets you edit bones indeed but not per key/frame, so you can only set one position per anim. Still better than morph slider i agree. Gray doesn't animate genital bones IIRC, his FM anims have weird hip position but you should be able to correct them somehow to some extent using SAM ? Edited July 19, 2025 by lee3310
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