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RohZima Fallout 4 Sex Animations for AAF


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Posted
57 minutes ago, Jeffey67 said:

Yeah, may be. But I haven't seen something about "adding" on AAF wiki. May be that's some secret function? eastern eggs or so

BTW HR also can add actor to scene, if it was triggered by AE.

When you start a scene on top of another scene (calling an actor already in scene) AAF will automatically generate a new scene with the new number of actors and switch from FM position to FMM e.g (it's in the wiki). Mods can do that if they don't check for AAF KWs or the second scene starts at the right moment.

Posted (edited)
On 7/8/2023 at 5:12 AM, RohZima said:

1. I don't plan to add sound because I don't want to bake extra data into the anim files themselves, sorry.

All the xml stuff is not really a problem (even frames) there are xml patches for that, but the missing sounds... that's really hard to synch externally (not talking about moaning but actual flesh-to-flesh sound effect).
Anyway, thanks again for the new anims.
PS

I have 0 knowledge about animations but from what i gathered, the audio files won't be baked into the .hkx itself but rather added as "Sound Descriptor" in plugin, the idle will just play them by calling "SoundPlay.SoundToPlay" at the right time/frame

Edited by lee3310
Posted (edited)
On 7/8/2023 at 12:12 AM, RohZima said:

 

Hey, sorry about not adding frames. I never asked Dago what the point of frames was but now I can see a clear reason for it. I'll add them in.

 

 

1. I don't plan to add sound because I don't want to bake extra data into the anim files themselves, sorry.

2. I will make the bare bones version, if the modder wants to add a thousand tags go for it. I was advised to use the minimum, on AAF discord.

3. Trust me, I am the last person in the world to make extra work for himself. I think it was SavageCabbage who told me to do it like this. Unless I mistake.

4. Cute ava.

 

Sound can be handled by other means, fact is an idle is just an idle so would not be in the animation files. Loosely couple any other resource for sound is what I'm saying.  If you look at UAP for instance, it uses generic sound files and matches those to many other animation packs all via the .xml.

 

So, I hooked in UAP for sound here, I think many people use UAP due it's recommended on the AAF setup page, so is one option for people if they installed "UAPMoans". thus would be that .esp being used as the sound resource here. Tell AAF to use that in the animation  .xml and that's what it does (do not even have to ref the .esp because UAP already did so).

 

Just adding an action id = "UAPMoans" for moans and/or "UAPBlowjob" for oral sounds - like slurping or licking.  So I just tested on this one animation and seems to work fine. 

 

i.e. minus the tag brackets for posting :

 

   animation id="RZ_DoggyGroundTender01"
        actor gender="F" idleForm="00F99"
        action id="UAPMoans" loop="true"/
        /actor>
        actor gender="M" idleForm="00F9A"
        action id="UAPMoans" loop="true"/
        
        /actor
    /animation

 

Of course need to look at each animation to figure out what's appropriate. Now if you had a very specific sound file to be used with a specific animation, like "joining the mile high club on a jet-liner which just ran out of fuel"... well then, would maybe need to come up with the resource (sound file and means) to do so.

 

Pretty sure, one of the reasons why AAF was designed the way it is was to loosely couple multiple resources and it does so via the .xml files. 

 

Edited by eflat01
Posted
5 hours ago, Jeffey67 said:

oh! Certainly it's very interesting fo me!  TY) And my little secret - I've got a Blender (even animation rig 4 that, (sadly, but vanilla skeleton instead FG)) shortcut on my desktop. But it's like a Boeing747 for Cessna pilot in my case( Yeah, I've heard about something convertors between Hkf-xml and so on. I gonna rush for it, I think. Some seen on nexus, seems to me, may be somewhere else. Surely this all is very interesting. GL)

 

I guess you're referring to Blender Rig Framework? If so, Engine supposedly used it in creating Story Action Poses which lists Fusion Girl as a requirement, so I'd be surprised if it's not sufficient for the task.

Posted
5 hours ago, Jeffey67 said:

Yeah, may be. But I haven't seen something about "adding" on AAF wiki. May be that's some secret function? eastern eggs or so

BTW HR also can add actor to scene, if it was triggered by AE.

 

It's called "joining" in the API docs for StartScene.

Posted
19 hours ago, Jeffey67 said:

 Thanx! I thought it no problem to add them by myself, but didn't catch, how to figure out, where to get those length) FO4Edit dodn't help. Creation Kit is too complex 4 me) 

 

Don't worry, it's for me to do it. The frames number is easiest to see in the software I used to make the animations.

Posted
13 hours ago, vaultbait said:

 

I guess you're referring to Blender Rig Framework? If so, Engine supposedly used it in creating Story Action Poses which lists Fusion Girl as a requirement, so I'd be surprised if it's not sufficient for the task.

That's it, Blender_Rig_Framework. But I didn't find any genital bones there in RIG.  I've imported FG skeleton with niftools, adn those appeared. But it is raw body with only penis/vagina bones. Looks like I need create the rest MAIN armature by myself.. ( no idea how to manage those bones and "fixes" or what else thingies there is). I think I should look at this again, if u say default is ok) 

   Definetly, animators are GODs in modding branch )

Posted
13 hours ago, vaultbait said:

 

It's called "joining" in the API docs for StartScene.

API level much more complicated 4 me. I nearly catch the XML rules) BTW sometime I notice in error window (admin Widget) something like Actor*1* could join the scene due to Actor*2* is already in action. So sometime quest checks KW or status befere npc can join already playing animation. Very rarely, although

Posted (edited)
10 hours ago, RohZima said:

 

Don't worry, it's for me to do it. The frames number is easiest to see in the software I used to make the animations.

Nice) And now I'll try to create some position tree for some TenderXXX positions

Well... Something like that. No idea, why I can't make em play by stages system, but due PositionTree they go in sequence. Added Matterss and Sleeping_Bag locations. Swithed off loose positions.

  

RZF4S_1_1_Redux.zip

Edited by Jeffey67
Added a file
Posted
5 hours ago, Jeffey67 said:

Nice) And now I'll try to create some position tree for some TenderXXX positions

Well... Something like that. No idea, why I can't make em play by stages system, but due PositionTree they go in sequence. Added Matterss and Sleeping_Bag locations. Swithed off loose positions.

  

RZF4S_1_1_Redux.zip 313.23 kB · 2 downloads

Nice start on the tree there... 

 

BTW... I know I do not have to say it but RohZima did some really nice animations in this pack.

 

I was adding tags but yours is cleaner.  Anyway if anyone wants this to just patch into sound files from UAP ... well sample anyway because the frames still need added, was just starting to add furniture to cover a bed mod and dlcs. RZF4S_AAF_XML_Edits.7z

Posted
18 minutes ago, eflat01 said:

Nice start on the tree there... 

 

BTW... I know I do not have to say it but RohZima did some really nice animations in this pack.

 

I was adding tags but yours is cleaner.  Anyway if anyone wants this to just patch into sound files from UAP ... well sample anyway because the frames still need added, was just starting to add furniture to cover a bed mod and dlcs. RZF4S_AAF_XML_Edits.7z

Ty) Absolutly agree with u! He did it with soul! I hope he'll continue to work and develop this lovely anims in advance) 

Well, u added moans from UAP and added <action id="UAPMoans" loop="true"/>! I decided don't use AIO pathes at all and merged some of them, deleting unwanted contents and adding my own - temporary scrathes, bruises, dirty feet and spanking overlays after certain types of sex) So I simply added this: <value path="action" value="CustomMoans01 Action" target="0" loop="true" from="1" to="0"/>. But Custom Moans should be installed.

  Some problem occurs with my SleepingBag and Mattress position XML-s. If start animation on the ground, second branch from PositionTree lifts actors due to mattress height :-) Trying to solve this.

Posted (edited)
1 hour ago, Jeffey67 said:

Ty) Absolutly agree with u! He did it with soul! I hope he'll continue to work and develop this lovely anims in advance) 

Well, u added moans from UAP and added <action id="UAPMoans" loop="true"/>! I decided don't use AIO pathes at all and merged some of them, deleting unwanted contents and adding my own - temporary scrathes, bruises, dirty feet and spanking overlays after certain types of sex) So I simply added this: <value path="action" value="CustomMoans01 Action" target="0" loop="true" from="1" to="0"/>. But Custom Moans should be installed.

  Some problem occurs with my SleepingBag and Mattress position XML-s. If start animation on the ground, second branch from PositionTree lifts actors due to mattress height :-) Trying to solve this.

Yes, can't blame you there ... customize when you may to remove dead resources.

 

I used value path="action" value="FF_activity"/ to add in a set  F_F  which of course points to Vioxsis_Strap-Ons.esp. Just too good an animation set to not use on a lesbian scenes also, and can't have her stroking air now could we?

 

animation id="RZ_FF_AnalingusIIGroundTender05"
        actor gender="F" idleForm="005C07"
        action id="UAPMoans" loop="true"/
        /actor>
        actor gender="F" idleForm="005C08"
        value path="action" value="FF_activity"/
        action id="UAPBlowjob" loop="true"/
        /actor
    /animation

 

For mattresses, and sleeping bags should be a offset near that of  single beds just the z loc position needs changed right?

Edited by eflat01
Posted
34 minutes ago, eflat01 said:

Yes, can't blame you there ... customize when you may to remove dead resources.

 

I used value path="action" value="FF_activity"/ to add in a set  F_F  which of course points to Vioxsis_Strap-Ons.esp. Just too good an animation set to not use on a lesbian scenes also, and can't have her stroking air now could we?

 

animation id="RZ_FF_AnalingusIIGroundTender05"
        actor gender="F" idleForm="005C07"
        action id="UAPMoans" loop="true"/
        /actor>
        actor gender="F" idleForm="005C08"
        value path="action" value="FF_activity"/
        action id="UAPBlowjob" loop="true"/
        /actor
    /animation

 

For mattresses, and sleeping bags should be a offset near that of  single beds just the z loc position needs changed right?

Yes, FF_activity surely is nice trick ) Gotta install Vioxis back again. Forgot it during reinstalling whole AAF system. 

I've added offset on separate position xml with Mattress word in it's name, but  when starting animation on the ground it should use main position file without any offset. but correct is only first animation from first tree Branch. Second is lifting everything.

Posted (edited)
4 hours ago, Jeffey67 said:

Yes, FF_activity surely is nice trick ) Gotta install Vioxis back again. Forgot it during reinstalling whole AAF system. 

I've added offset on separate position xml with Mattress word in it's name, but  when starting animation on the ground it should use main position file without any offset. but correct is only first animation from first tree Branch. Second is lifting everything.

Are you sure the positionID used in positiontreedata is using an animation ID without any offsets?

Because I see that many animation IDs in the animation data here have already added offsets themselves.

 

Additionally, I do not recommend using action to call FF_Activity equips characters with Strapon.

Recently, Ego provided an XML without gender restrictions for Violate, but when FFF is staged, the third F will lose her Strapon.

This has been discussed in AAF's discord, but no specific reason has been determined.

But my own FF or experimental FFF did not have this situation.

Because I didn't use Action. I directly write the start/stop equipment into the character line separately.

Edited by kziitd
Posted
7 minutes ago, kziitd said:

Are you sure the positionID used in positiontreedata is using an animation ID without any offsets?

Because I see that many animation IDs in the animation data here have already added offsets themselves.

Not sure, I guess. Should be checked. But there in animation data, as I've notised, offsets are quite in radical values. I mean =+/-180 degrees, or =/- 42 (xyz) for Beds. But not 7 or 9 (z) as suits for mattresses and sleeping bags.

Posted
7 minutes ago, Jeffey67 said:

Not sure, I guess. Should be checked. But there in animation data, as I've notised, offsets are quite in radical values. I mean =+/-180 degrees, or =/- 42 (xyz) for Beds. But not 7 or 9 (z) as suits for mattresses and sleeping bags.

Another hypothesis.

I saw that you clearly pointed out that your new positionData has added “Mattress” to distinguish it from general positionData.

So did you also add Mattress to the positionID inside?

Because it is obvious that the position IDs in the two positionData also need to have a difference in whether there is a “Mattress”.

Posted (edited)
1 hour ago, kziitd said:

Another hypothesis.

I saw that you clearly pointed out that your new positionData has added “Mattress” to distinguish it from general positionData.

So did you also add Mattress to the positionID inside?

Because it is obvious that the position IDs in the two positionData also need to have a difference in whether there is a “Mattress”.

well... I added Mattress as a part of name to new positionData xml (RZF4S_positionData-Mtrs.xml), then added Mattress as location in position node, and also added it as a TAG among other tags (<position id="RZ_DoggyMattressTender-Tree" positionTree="RZ_DoggyGroundTender-Tree" location="Mattress" tags="RohZima,F_M,2P,Mattress,Neutral,Doggy,Tender"/>)

 Oh and added separate offsets to both actors at the top of file, after {defaults}

Found one behavior. If I delete from this MattressPositionData xml all single positions, which PositionTree xml uses, then playing on the ground goes ok. No shifting up, but on mattress it plays first branch as needed (lifted on 7) and the rest positions go down on the ground. ignoring mattress height. If I remove all those single positions, then mattress animations is ok, but ground animations are lifting from 2nd position. I know, there is another way to make em work. adding dublikate animations in AnimationData and assign offsets for each actors. I did it before. but something tells me, that a solusion is near)

Edited by Jeffey67
Posted
23 minutes ago, Jeffey67 said:

well... I added Mattress as a part of name to new positionData xml (RZF4S_positionData-Mtrs.xml), then added Mattress as location in position node, and also added it as a TAG among other tags (<position id="RZ_DoggyMattressTender-Tree" positionTree="RZ_DoggyGroundTender-Tree" location="Mattress" tags="RohZima,F_M,2P,Mattress,Neutral,Doggy,Tender"/>)

 Oh and added separate offsets to both actors at the top of file, after {defaults}

What you are describing is still the ID of positionTree.

Is there a name difference in the position ID it uses.

Because you have created two types of Trees, one is regular and the other is on Mattress.

Two Trees should use two sets of position IDs.

Posted
46 minutes ago, Jeffey67 said:

well... I added Mattress as a part of name to new positionData xml (RZF4S_positionData-Mtrs.xml), then added Mattress as location in position node, and also added it as a TAG among other tags (<position id="RZ_DoggyMattressTender-Tree" positionTree="RZ_DoggyGroundTender-Tree" location="Mattress" tags="RohZima,F_M,2P,Mattress,Neutral,Doggy,Tender"/>)

 Oh and added separate offsets to both actors at the top of file, after {defaults}

Found one behavior. If I delete from this MattressPositionData xml all single positions, which PositionTree xml uses, then playing on the ground goes ok. No shifting up, but on mattress it plays first branch as needed (lifted on 7) and the rest positions go down on the ground. ignoring mattress height. If I remove all those single positions, then mattress animations is ok, but ground animations are lifting from 2nd position. I know, there is another way to make em work. adding dublikate animations in AnimationData and assign offsets for each actors. I did it before. but something tells me, that a solusion is near)

I'm very sorry, as I can't see your XML, I just feel increasingly confused about your description.?
-------
I have also provided suggestions to the author of this animation package.
The animation data itself uses animation IDs, which do not need to create different animation IDs based on different locations.
(The actions are exactly the same). 
And there is no need to add any offsets.
-----
Animation ID ABCD.
In position data, the animation ID ABCD will be written as position ID ABCD for use.
The Animation tree will use these position ID ABCD.
In the position Mattress data, add an offset on the default line.
The animation ID ABCD will be written as position ID Mattress ABCD for use.
The animation tree Mattress will use these position IDs Mattress ABCD.
--------
That's basically it.

Posted
24 minutes ago, kziitd said:

What you are describing is still the ID of positionTree.

Is there a name difference in the position ID it uses.

Because you have created two types of Trees, one is regular and the other is on Mattress.

Two Trees should use two sets of position IDs.

I thought about it. And changed a name of pisitionnIDs (addedMattress). Then I had to add animation="according_animation" in string, cos . Didn't help. Why first animation always plays as needed???  But I'll coninue to fight tomorrow! Have to manage to work it, anyway.

  Thank you for helping)

positions.7z

Posted
21 minutes ago, kziitd said:

I'm very sorry, as I can't see your XML, I just feel increasingly confused about your description.?
-------
I have also provided suggestions to the author of this animation package.
The animation data itself uses animation IDs, which do not need to create different animation IDs based on different locations.
(The actions are exactly the same). 
And there is no need to add any offsets.
-----
Animation ID ABCD.
In position data, the animation ID ABCD will be written as position ID ABCD for use.
The Animation tree will use these position ID ABCD.
In the position Mattress data, add an offset on the default line.
The animation ID ABCD will be written as position ID Mattress ABCD for use.
The animation tree Mattress will use these position IDs Mattress ABCD.
--------
That's basically it.

I've posted above my edition of main RohZima's package. There are all those xmls. Yeah, I understand this roadmap of system, but something goes wrong. May due to my carelessness(

BTW, sometime animations needs offsets, For example, here: RZ_MissionaryGroundTender is shifted little above of SleepingBag, so that ladies head is hanging over ground. It's ok for ground position, but not good for mattress and Sleepingbag. So I dublikated animation, chaned a name (RZ_MissionarySBMtrTender) and added ofset: offset="0,70,0,0:0,70,-7,180" (last 180 was in orig,  Just added Y 70).

As for furniture works, there is something to work on for me)

 

Posted (edited)
13 hours ago, Jeffey67 said:

I've posted above my edition of main RohZima's package. There are all those xmls. Yeah, I understand this roadmap of system, but something goes wrong. May due to my carelessness(

BTW, sometime animations needs offsets, For example, here: RZ_MissionaryGroundTender is shifted little above of SleepingBag, so that ladies head is hanging over ground. It's ok for ground position, but not good for mattress and Sleepingbag. So I dublikated animation, chaned a name (RZ_MissionarySBMtrTender) and added ofset: offset="0,70,0,0:0,70,-7,180" (last 180 was in orig,  Just added Y 70).

As for furniture works, there is something to work on for me)

 

 

I like your attitude ? but you are doing stuff that I'm going to do anyway. I just forgot to add mattress but was going to add it. I'll add that soon, plus the frames numbers.

 

If you make versions of my base xmls to work with UAP or other mods, with the tags you want, I'll happily add them as optional downloads.

Edited by RohZima
Posted (edited)
15 hours ago, kziitd said:

I'm very sorry, as I can't see your XML, I just feel increasingly confused about your description.?
-------
I have also provided suggestions to the author of this animation package.
The animation data itself uses animation IDs, which do not need to create different animation IDs based on different locations.
(The actions are exactly the same). 
And there is no need to add any offsets.
-----
Animation ID ABCD.
In position data, the animation ID ABCD will be written as position ID ABCD for use.
The Animation tree will use these position ID ABCD.
In the position Mattress data, add an offset on the default line.
The animation ID ABCD will be written as position ID Mattress ABCD for use.
The animation tree Mattress will use these position IDs Mattress ABCD.
--------
That's basically it.

Is always difficult when you do not have the thing in front of you... 

 

What both you and Jeffey67 point out is that AAF does not seem to be using the xml to actually build and maintain relational attributes correctly, To do so when parsing an xml one must inherit attributes along the way building such out., a problem occurs when you have two sets by same id name with multiple sets of differing attributes. One way to handle this in code internally managing such data is to table and build your own keys (Id's). 

 

btw... your mention of the issue with "action" is likely due the same. 

 

... maybe the AAF should had used json instead? :) 

Edited by eflat01

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