Popular Post Spirit_Shard Posted February 3, 2024 Popular Post Posted February 3, 2024 (edited) [ (_) ] Project Sugar Cake (SCake) [ (_) ] [ Palworld Sex and Stat Framework + Gameplay Project ] Created and Maintained by : Michael “Spirit Shard” Stanich Discord (The Broken Chatbox) - https://discord.gg/h3vB7S4FEw v (Donations! =^-^=) v SubscribeStar - https://subscribestar.adult/michaelpstanich Project Sugar Cake has officially released in BETA! With the BETA launch I consider SCake properly usable, while it's not perfect and still needs a lot of work, the framework is in a state where people could easily use it in-game and it's in a state where animation support should be fairly straight forward. I've created a downloads page for SCake which automatically comes with its own thread. I'll try to continue updating this thread as long as people are interested, though I will be simplifying some things since I've stretched myself a bit thin trying to update information in too many places. I plan to discontinue the SCake_BasicsAnimPak and instead create a new animation pack that will release on it's own with more polished animations that take advantage of the framework in a much better way. I'll leave the pak attached to this post to keep it around for those that want it, and until the other animation pack is released I'll continue to recommend it. Download the SCakeBasicsAnimPak - (Provided in the SCake download's) [ (_) ] Current Dev Status [ (_) ] [BETA: Software is usable but lacks features and polish] Latest update post on SubscribeStar - https://subscribestar.adult/posts/1280485 A lot of stuff is being considered, I recommend checking the SubscribeStar post as it feels a bit much to put here. [ (_) ] Current Road Map [ (_) ] 1 ) Create Lust Module 2 ) Work on making some animations (seriously) 3 ) Research sockets system for dynamic attachments and furniture support 4 ) Investigate/prototype model replacer framework On Hold ) Work on multiplayer support On Hold ) Introduce a built-in SCake Notif-system for animations to trigger certain effects (like changing arousal meshes or changing eyes/mouth) [ (_) ] Downloads Page + Thread [ (_) ] Thread - https://www.loverslab.com/topic/229303-modproject-sugar-cake-animation-and-stat-framework/ Proposal / Initial Thread Links Initial Idea Gathering - https://www.loverslab.com/topic/225286-modding-palworld-ideas-and-proposal-direction-decided-still-taking-suggestionsfeedback/ Initial Research Results - https://www.loverslab.com/topic/225286-modding-palworld-ideas-and-proposal-direction-decided-still-taking-suggestionsfeedback/?do=findComment&comment=4289003 [ (_) ] Animation Resources [ (_) ] Guide on how to make animations! On my website - https://www.michaelpstanich.com/article/SCake_HowToMakeAnimsGuide.html On LoversLab - https://www.loverslab.com/topic/228416-guide-scake-how-to-set-up-animating-and-import-animations-for-project-sugar-cake/ In the GDrive folder for Palworld mods you can find some assets I've distributed for importing animations under the "Modder Resources" folder! GDrive : https://drive.google.com/drive/folders/1vYfgMom7UJs2OmJ5B4FGQTMYEOR0n9Vr?usp=drive_link [ (_) ] Project Sugar Cake – Objective / Goal [ (_) ] The goal of this project is to create a gameplay oriented Sex and Stat framework as well as create some gameplay style modules to integrate Sex, Reproduction, and Erotic concepts into the general gameplay loop of Palworld. This mod will include 2 elements, first is the base framework with all the features and stat tracking which mods can grab or hook into to use in their own mods, then the gameplay module portion which will add actions and features that integrate the framework into the game. Initially these 2 features will be developed as one (just easier to develop this way and avoids some issues) but hopefully in the future we can separate different gameplay elements into their own modules as optional additions. The general concept is to leave things as open and loose as possible so modders can integrate their own systems however they please without conflict. Note : These are only planned features and may change through-out development. Planned features [ Framework ] - [Included] Animation support - [Included] Dynamic Gender/Sex Support - Systematic AI Configurations (Presets mods can use for plug-and-play support) - [Included] Pal Sexual Desire System (Pal Heat) (includes human characters) - Sexual Overlays / Effects Support (cum decals, wet dripping, ect) - Pregnancy System (dynamic breeding from animations, breeding pen support) - Sex Object/Item Support (furniture, toys, items like sperm/milk) - [Included] Additional Stats System (May add custom traits/passives) - Preferences System (affecting heat and breeding traits systems) - [Included] Dynamic and User Configurable Metadata/Tagging System - [Included] User Configurable (and mod configurable) parameters for most, if not all, features - Proper multiplayer support (private dedicated servers only) [ Gameplay Module ] - Pal Interact System (think pet, but like, much more sweaty?) - Pal Lusting System (tied to dynamic AI and Heat system) Being worked on by another modder - Combat Submission System Considered, but currently out-of-scope (If any modders are looking in here, and would like to build these systems as modules, let me know!) - Relationship / Love System - Dynamic World Sex Events (NPCs in the world engaging in sex through special events, like caged pal events) - Breeding Goals and Pal Market - Brothel Module/Support - Integrated Unique Models (If someone supplies these, I can add them, but I don’t think I’ll have time to add them myself) - Attractiveness System (dynamic value similar to heat/cold) - Unique ‘Sex’ Skills - Dynamic Age System (May re-consider depending on how difficult it would be to implement) - Family Tree System (May re-consider depending on how difficult it would be to implement) - Direct Restraint/Bondage Implementation - Bulging / Cumflation (would require specific model and animation support) [ (_) ] Additional Notes [ (_) ] Fetish Support I’ve seen a lot of suggestions for various types of fetish content, so I want to make a note clear about this and my stance. I will not be personally blocking any fetish content if someone wishes to add it. If someone is making a mod and needs support for a specific fetish, please let me know what you would need of the framework and I can add it to the doc for support. I want to create an open framework that would allow users the most freedom possible, I’m not going to force morals. External Mod Support It’s inevitable that some mods will be incompatible and some creators will act maliciously to prevent other creators from working on compatibility. So, to ensure things go as smoothly as possible, I will be focusing on support on mods closest to the base game first and will only work on support for mods that are freely available to everyone without major restrictions. I will not work on support for mods that are paywalled, that’s on them to figure out, though I won’t block such efforts in any way. When the base game features are working then I can work on additional support features for mods that deviate from the base game. Old Thread Info and Updates I've uploaded a DevPost Archive odt file to the SCake GDrive folder under Archive for anyone curious about the thread's previous updates. Since I've updated the thread here to be much more simplified and easier to update later if need be, I figured it would be worth archiving that information for future reference. FSolo_AnimTestPreview.mp4 Edited May 29, 2024 by Spirit_Shard updated info 83
hazerddex Posted February 3, 2024 Posted February 3, 2024 will keep an eye on this. I do hope progress will go well.
Demonwise Posted February 3, 2024 Posted February 3, 2024 Wow, ok, good luck. I feel like your going to need it along with a hefty does of pragmatism, persistence and patience. Definitely wish you the best of luck with this. 2
Lonewolf222 Posted February 3, 2024 Posted February 3, 2024 Ambitious! As I hope your in for the long term, you should hope the developers of Palworld are too!(they seem pretty awesome, so don't worry too much about it, but we've all been wrong before)! This mod will take a long long time to develop, so be sure your invested and love the game enough to get through it. Reading that though, it sounds magnificent. 1
MysticDaedra Posted February 3, 2024 Posted February 3, 2024 Hey there, I thought I recognized your name! Joined the discord, interested in seeing where this goes.
gloryworm Posted February 4, 2024 Posted February 4, 2024 This is awesome! I hope the 'Sweaty' Interaction system would include different ways I can show affection to my Pals! Such as hugging, kissing, and cuddling and the like. That alone would make it mod of the year, for me.
Spirit_Shard Posted February 6, 2024 Author Posted February 6, 2024 (edited) EDIT : Forgot to mention at the top here, I updated the main post. I know not everyone scrolls back after checking replies so I'll try and note when I do update it in my replies like this. ^-^ -- -- -- Ok, got a lot of stuff done in the last few days and tired of writing after my weekly update post, but here's the run-down. People were having trouble getting animations into the game properly and things were breaking in unexpected ways, I was able to finally figure out the issue (as well as a ton of other export/import issues) and finally got full custom animations in-game and functioning properly! This work allows us to both add new animations as well as replace existing ones! (Arm Wave Test showing the start and stop functionality of the framework with a custom animation) SampleArmsTest_smaller_noaudio.mp4 I cover the issue with the why and how in my weekly update post - https://subscribestar.adult/posts/1160698 Too keep multiple sources of information going however, I'll give a very quick notes version. =^-^= We can't export the full skeleton since they used UE5's compressed skeleton features, this means when we export a skeleton it's only those from individual meshes, which doesn't have all the bones and may not always interpret the correct bone index order. UE5 needs the correct bone index order for baking animations into the game and having them read/work properly. To fix this, you have to look at the accompanying skeleton file with FModel and look near the bottom for the full indexing names and their intended indexing order (the "FinalNameToIndexMap" section). Then add any bones you're missing and remove extra bones, you can re-add any of those removed bones you intend to use for testing your model/animation/ect at the end but it won't be used by the game (so we can't animate UE5 sockets this way, which sucks). Note, our export tools also interpret sockets as bones, so those need to be removed. If the hierarchy matches for the bones you're using, then you're golden and can import animations made with that skeleton! Just import that skeleton with your animation so it can use it as a target (or set your target to the appropriate skeleton you've already imported if doing multiple animations), move it to the correct place in the file structure, and booya! Working animation! I may make a simple explainer guide within the next few days which will be a bit easier to understand and follow. If you're an animator and interested in trying to create some animations for the framework, please don't hesitate to contact me! Our Discord - The Broken Chatbox - https://discord.gg/h3vB7S4FEw - is the easiest way to reach me and communicate about projects. For the sake of brevity I'll save other info for when I have more concrete things to share, this was just the biggest breakthrough over the last couple days I've had, but don't worry, I've been working on much more! I've also been working with the community to help reverse engineer the game and find various functions/methods which will make a lot of development easier. For my next step I'd like to work on getting the animation system in-place with a basic "female solo" animation for the player and actually release something for player to play with! Warning, it will be extremely basic and I'll probably leave in some debug stuffs for function, but it'll be something! (Since animations weren't really importing properly before I hadn't had anyone make animations yet, so I may make a simple solo animations myself to implement, just as a sampler of sorts. Experienced animators will certainly do much better than me >.<) On 2/2/2024 at 11:14 PM, MysticDaedra said: Hey there, I thought I recognized your name! Joined the discord, interested in seeing where this goes. Honestly, I had seen your user name on that other discord and thought "do I know that person? Name seems familiar" lol. I'm always curious if people that know me elsewhere ever find me here, and what they think of it... >.< On 2/3/2024 at 5:02 PM, gloryworm said: This is awesome! I hope the 'Sweaty' Interaction system would include different ways I can show affection to my Pals! Such as hugging, kissing, and cuddling and the like. That alone would make it mod of the year, for me. I'd love to help implement better pet and hugging animations, not even in a sexual way, just a cute way! This type of functionality will really depend on what animators come up with and want, it does look like Project Sour Cake will also work as an animation framework as well. There would be support in the framework to tag and support these kinds of animations. ^-^ Edited February 6, 2024 by Spirit_Shard 7
platysalty Posted February 6, 2024 Posted February 6, 2024 Finally, someone crazy enough has decided to attempt this for Palworld. Gonna watch this closely. Mods like this always end up being interesting to mess around with
likkyzero Posted February 6, 2024 Posted February 6, 2024 this will be interesting to toy around with when it comes out, though additional question is will this add stuff to the breeding pen when used normally? (don't care if it doesn't its just weird to see them do nothing not even look at each other occasionally or walk together) so pals don't just wander around doing nothing
kitsune wizard Posted February 6, 2024 Posted February 6, 2024 You (r group?) are (is?) doing god's work.
Icarus- Posted February 7, 2024 Posted February 7, 2024 had to double check this wasn't installed in my browser Spoiler
ramblingsurvivor Posted February 9, 2024 Posted February 9, 2024 I never post here but I signed in just to say awesome! Will happily monetarily support this if I can. I just wanna seggs some pals, lol 1
Spirit_Shard Posted February 9, 2024 Author Posted February 9, 2024 Updated main post for new progress and notes, also updated project name to Project Sugar Cake (SCake for short) -- -- -- Slight switch up, I was going to release a really limited test release using just my test bp mod, kinda like a public 'proof of concept', but my test mod is a complete mess and I didn't think it would really have a lot of purpose. So instead, I'm working on a proper Alpha release for the mod with a similar goal, getting solo player animations functioning first but now also with full animation import systems operational. Depending on how things go I may have more features in this initial release but I'm not certain quite yet. >.< This does mean I won't have a release this week, but I'm aiming for soon! I did release a doc covering how Project Sugar Cake works however, and thought I'd detail it here. The doc is linked in discord but may update over time and I didn't want to link directly here, but here's what it contains. This doc covers how SCake animations work and what metadata/configuration is available directly on animations. This doc will be distributed with a template mod for people to make their own animations and integrate them into the framework. I'll also try working on a proper tutorial for getting custom animations into the game using different methods, including some new tools that didn't exist before. I'd really like to hear thoughts on the Metadata, specifically is there anything I missed or any concerns people have? Making the framework and metadata simple to use but also flexible has been quite the challenge and is taking a lot longer than I initially anticipated (and I knew it would be hard >.<). Sugar Cake - Metadata.txt (Feb. 9th, 2024) Note : All data contained here is subject to change. Formatting may look a bit weird, was originally written and formatted on Notepad++. Spoiler This document lists/explains configuration and metadata for Sugar Cake (SCake) animations. Not all parameters are required, but filling them in is recommended. : DISCLAIMER : Project Sugar Cake is incomplete, these are just the currently PLANNED systems and are not all currently in and functional. Please have patience as systems are integrated over time. This document makes the system 'look' really complex, but really to get an animation going you just need a single animation montage within UE5 and you can set up an animation event, however for the optimal experience you'll want at least 1 preclimax animation, 1 climax, and 1 postclimax animation. (If you lack any of these, you can just set the same animation for each stage) [> Systems Explainer <] Project Sugar Cake features a highly customizable animation system for both animators and users with the goal of allowing animators to take advantage of the full animation montage system in UE5 while still integrating with the game and allowing users to customize and create their own animation events. To better understand the systems let's go over how SCake works. SCake uses what I call "Animation Events", these events consist of various individual animations stringed together in 'stages' with metadata both specific to each animation as well as the animation event as a whole. Each individual animation is registered into SCake, then Animation Events can be configured to use any animation. Animators are encouraged to create their own Animation Events that act as a full scene, but this is not required since users will be able to configure those animations into their own events as they desire. Players can also choose to manually play through Animation Events and select animations they like. 'Paths' are critical to the dynamic systems of Animation Events. Erotic animations play through on 3 paths that are configured dynamically. The first path is the 'normal' path, this is the main animation's playtime without any climax. Non-Erotic animations will always use this first path exclusively and assume no climax. The second path is the climax path, this consists of animations both for climax animations with a limited number of climaxing actors as well as in-sync climax animations when all actors are at climax. If not all actors have climaxed after the animations on the second path has finished then it transitions back to the first path, but if all actors have climaxed then it transitions to the final path. This third path is a short post-climax animation use as a 'finishing touches' style animation. (Additionally what triggers this post-climax animation can be configured by the framework, such as entering only after all actors climax, or only after all included males climax, ect.) These examples assume automatic (or at least linearly played) animations with a fixed end time, however users can change how events play out or choose to play individual animations with switching to climax animations automatically or by the user's input. All this sounds great, however not all animation packs will feature the full set of animations available, so some 'orgasm effects' may be applied instead depending on how each Animation Event is configured. Some strangeness can also occur if climax animations are not in sync with the animation it is transitioning from, such as switching from doggy style to missionary style, some care should be taken when configuring animations. Also, certain fetishes may not fit into this mold. In these cases where the system doesn't fit your needs you can create custom events using UE5 Anim Montages with SCake Module integration for the desired effect. [> Physical Gender/Sex Assignment <] For the sake of simplicity, 'Gender/Sex' definitions are entirely determined by the lower portion of the body and have nothing to do with identity. Currently (at the time of writing) the base game only supports Male and Female, however SCake defines bodies as having certain physical sex organs, such as vagina, penis, breasts, penis+vagina, anus. Users will be able to configure what each Pal Type has so it can match their customized game properly. [> Additional Notes <] - Proper initial configuration is important, if you're an animator and struggling to configure your animations please contact me or post over on our Discord for help and we can get things rolling! ^-^ - Although the framework will support automatic sound configurations, custom sounds can be played through the Anim Montage system itself. (Call the SCake Event to play built-in animation sounds) - External objects (furniture) can be defined, but are not required. - 'Equips' (like toys) will be supported by the framework but can also be applied through Anim Montages and Modules [> Limitations <] - Gender assignment is limited to male / female within the game, an additional framework would be required to change this and support more. Manual option to allow one to act as the other will be available. - If an Anim Montage has invalid metadata then it can't be used in the framework. Most options will have defaults to fall back on but requirements must be filled. - If an Animation Event features an invalid animation it won't be usable, all animations must have valid data and align with the other animations in the event. (For example, a penis/penis animation can't transition to a vagina/penis animation by default) IMPORTANT NOTE : It is important to configure animations and these parameters correctly to provide users the best experience. It's worth learning some of UE5's animation montage features before you begin animating to better understand how these systems can be used. User Configuration : Users will be able to change all animation configurations or even blend stages from different animations together to create their own animation events. This means if something isn't working correctly, this can be adjusted by the user. -- -- -- [> Key-Terms <] SCake_ Prefix applied to callable Sugar Cake functions, makes them easier to find in the BP system. Animation Event Animation Event refers to all Stages of a partiular event Stage Animations are divided into 'stages' where each stage has its own designated animation. Animators can define how each stage behaves and how long each stage is expected to last. By default stages progress linearly and automatically but users can choose to manually progress stages. -- -- -- [> Parameters <] Note : Currently there is no sound implementation for the framework, so sounds must be done manually through the Animation Montages themselves. In the future custom sound events and options may be added. [> Individual Animation Parameters <] AnimName : String [Optional] Name for the animation - Technically not 'required' but strongly recommended, duplicate names have a number added to them AnimAuthor : String [Optional] Credit name of the animation creator SCakeVersion : Integer [Optional] Version of SCake the animation was originally built for - Only used as validation, setting to 0 (default) will just ignore it Req ActorCount : Integer [Required] Number of actors expected for this animation] Rec AnimType : SCake Anim Type [Recommended] Defines the animation type for sorting in stages and make sorting easier, set to 'unknown' by default Req AnimByPath : TMap|Integer|String [Required] Internal path to the Anim Montage file, required when registering via string/json, include all Actor Slots Req AnimByClass : TMap|Integer|Anim Montage [Required] The animation montages associated with this animation, include all Actor Slots - Only required if you're registering via script, path is required when registering via string/json LinkClimaxAnims : SCake Climax Var Struct|Array [Recommended] Links climax animations for auto-fill in stage configuration and manual animation playback, using AnimByPath is recommended to avoid name conflicts, climax animations must still be registered individually Rec ActTypes : TMap|Integer|SCake Act Types Struct [Recommended] Defines interaction/penetration types for each actor, include all Actor Slots - Used to help detect pregnancy chances, and changing stats/excitement based on preferences Req Compatibility : SCake Compat Struct|Array [Sex Organs Req : TMap|Integer|SCake SexOrgans, By Name : TMap|Integer|String, By Class : TMap|Integer|Pal Character By Class] [Required] Compatible combinations available by sex organ and species, species is required either By Name or By Class for all Actor Slots - When assigning sex organ requirements, only include "Breasts" if they are absolutely required (like a boobjob animations) - When assigning sex organ requirements, only include "Penis+Vagina" if both are absolutely required for the animations (like a vaginal+jackoff animation) - Only one of By String or By Class is required per slot, both are not necessary, conflicting By Name and by class will prioritize By String - Skeleton Compatibility will be available through framework settings, which will automatically add to the compatibility list Tags : String|Array [Optional] Tags use to find, sort, and categorize animations NotErotic : Boolean If true, animation is considered not erotic and doesn't trigger climax IsLooping : Boolean If true, animation will loop for its intended duration, otherwise will only play once and progress to the next stage, for looping animations, please ensure the Anim Montage itself loops SpeedDefault : Float [Optional] Default animation speed used in the order of actor slot (0 > 1 > 2 > ect) - Will scale with stage adjustments and may change based on actor excitement/progress StartTime : Float [Optional] Start time for the animations when it begins playing - Useful for looping animations that may have strange animation timings - Default is 0.0, starting at the beginning of the anim, can be overwritten in stage configuration EndTime : Float [Optional] End time for the animations before it transitions to the next animation - When the time for an animation is passed, it doesn't end immediately, instead it waits for the end time - Default is 0.0, ending at the end of the animation, can be overwritten by stage configuration Aggressors : Integer|Array [Optional] Actors this animation considers aggressors by slot, with no aggressors or all aggressors the animations is considered consentual - With no Aggressors the animation is considered consentual, with at least 1 Aggressor the rest are considered victims, considered consentual if all actors are aggressors - Used for sorting and selecting animations, requires aggressive trigger to affect status ObjectTarget : SCake Furn Struct|Array [Object Class : Object By Class, Position Offset : Vector, Rotation Offset : Vector] [Optional] List of possible Furniture/Object the animation will play on with offsets - Will send an activation event to objects for them to animate if enabled EquipType : SCake ObjEquip Struct|Array [Actor Slot : Integer, Object Class : Object By Class, EquipLocation : String, position Offset : Vector, Rotation Offset : Vector] [Optional] Objects to try and equip for animations SyncPosition : Boolean [Optional] Use UE5 Slotted system to bind actors together (if off, uses a global position for all actors), best used with animations designed for it - Only use when animations are designed for it. Actors are connected in order of slots, so slot f > 0 > 1 > 2. - Synced positions are calculated from the 'root' bone. Bind actors in order to root for proper support of this feature. ActorAdjust : SCake PosAdjust Struct [Slot : Integer, By Name : String, By Class : Pal Character By Class, PosOffset : Vector, RotOffset : Vector] [Optional] Adjusts actor positioning for this animation ArbString : TMap|String|String [Optional] Arbitrary string information, used to extend the framework functionality with modules [> Animation Event Parameters <] EventName : String Name for the Animation Event - Required for validation in-case EventID fails, duplicate names have numbers added onto the end Auto EventID : String [Automatic] Generated string from animations in event, can be called, used to check for duplicates EventAuthor : String Name of the Animation Event creator Tags : String|Array [Automatic] Tags pulled from the included animations, use AddTags to add additional tags AddTags : String|Array [Optional] List of tags to add for the Animation Event, will already include tags from individual animations - Automatically includes tags from all included animations but additional tags can be added Auto NotErotic : Boolean [Automatic] If true, Animation Event is considered NonErotic and doesn't trigger climax, is determined by animations within the Animation Event - Automatically true if all included animations are marked as NonErotic OverwriteClimax : Boolean If true, overwrites any animation climax variant with the global one GlobalClimaxVar : SCake ClimaxVar Struct|Array [Slots To Climax : Integer|Array, AnimByName : TMap|Integer|String, AnimByPath : TMap|Integer|String] [Recommended] List of climax variant animations that will apply if the stage lacks one, or if OverwriteClimax is enabled - At least one animation for all included actors is required for Erotic animations PostClimaxReq : SCake Post Climax Req [Optional] Sets a custom requirement for the post-climax animation stage/path Auto Compatibility : SCake Compat Struct|Array [Sex Organs Req : TMap|Integer|SCake SexOrgans, By Name : TMap|Integer|String, By Class : TMap|Integer|Pal Character By Class] [Automatic] Compatibility that is automatically calculated by the included animations - Automatically calculated based on included animations, only includes sets that match in all animations Req Stages : SCake Stage Struct|Array [Check Stage Parameters] [Required] Reference Animations by Name for each stage in order (Array slot 0 is the first stage) and optional configurations, the final stage is used as the post-climax animation by default HasPostClimax : Boolean While true, enables the post-climax animation, otherwise the animation event ends after all actors have had a climax, skipping the post-climax animation PostClimaxStage : Integer [Optional] While IncludePostClimax is True, sets which stage is the Post-Climax Animation, if invalid then the last stage is used StageOrder : Integer|Array [Stage Parameters] [Optional] The order to play stages in, will play linearly if left empty - Will play linearly if left unfilled, invalid stage numbers are ignored UseUniqueDuration : Float [Optional] When set above 1.0, the Animation Event will ignore the framework's time duration settings and use this instead - Duration can still be forced globally by the framework settings, this is just so users can configure individual animations [> Stage Parameters <] Req AnimByName : String [Required] Gets animation to play by name - Only required if AnimByPath is not entered manually Auto AnimByPath : String [Automatic] Gets animation to play by path - Automatically fills if AnimByName is selected after Animation Event is registered ClimaxVar : SCake ClimaxVar Struct|Array [Slots To Climax : Integer|Array, AnimByName : TMap|Integer|String, AnimByPath : TMap|Integer|String] [Optional] List of climax variant animations to override an animation's linked climax variants - By default this will overwrite the Animation Event's GlobalClimaxVar, ignored for post-climax animations SpeedMod : Float [Optional] Alters the animation playback speed DurationWeight : Float [Optional] How much of the total time this animation should attempt to take up before the final climax animations, adjusts based on a percentage, non-looping animations ignore this setting - By default this expects a percentage, so 1.0 = 100% and 0.6 = 60%, however it calculates based on average and non-looping durations - Non-looping animations ignore this setting and just play through once, but may end early if not enough time is allowed StartTime : Float [Optional] Start time for the animations when it begins playing - Default is set to the selected animation value - Use this setting to adjust the start time of the animation EndTime : Float [Optional] End time for the animations before it transitions to the next animation - Default is set to the selected animation value - Use this setting to either end non-looping animations early or make looping animations into non-looping animations If you have any thought or questions, don't be afraid to ask! =^-^= On 2/6/2024 at 5:59 AM, likkyzero said: ...will this add stuff to the breeding pen when used normally? (don't care if it doesn't its just weird to see them do nothing not even look at each other occasionally or walk together) so pals don't just wander around doing nothing I do plan to alter the breeding pen, but I haven't investigated it yet. There is an AIAction_BreedingPen in the game (don't remember if that's the exact name or not, but I know how to find it >.<) so I should be able to look into that and figure out how to tell what's in the pen, then just have them lust after each other!~ ^.- The main question is what to do when I start implementing proper breeding/pregnancy systems. (Those systems are still not fully mapped out) On 2/6/2024 at 7:19 AM, kitsune wizard said: You (r group?) are (is?) doing god's work. Just a very passionate solo dev! ^-^ I do say "we" however, as I always work with the community and collaborate when possible. 15 hours ago, ramblingsurvivor said: I never post here but I signed in just to say awesome! Will happily monetarily support this if I can. I just wanna seggs some pals, lol Thank you for considering supporting my projects! =^-^= Even if you can't financially support, you can still support by giving feedback, bug reports, and just by being a positive force in the community! ^-^ 4
VixieYote Posted February 10, 2024 Posted February 10, 2024 I'm in the discord, but I need to post more on LL so I can actually do stuff on my account. So, I will state here as well that I look forward to further progress (=w=)b 1
OnceAPotato Posted February 11, 2024 Posted February 11, 2024 Can't wait for this to release. So far, it seems the most promising. Now if only we could get decent pal models that aren't just slapping boobs and human dicks onto everything. 3
Koguntetzu Posted February 11, 2024 Posted February 11, 2024 19 hours ago, OnceAPotato said: Can't wait for this to release. So far, it seems the most promising. Now if only we could get decent pal models that aren't just slapping boobs and human dicks onto everything. We definitely need models with more.... "animalistic properties" to their anatomy, for sure 5
VixieYote Posted February 12, 2024 Posted February 12, 2024 54 minutes ago, Koguntetzu said: We definitely need models with more.... "animalistic properties" to their anatomy, for sure no guarantees that it'll be made into a mod, given that I have no experience in 3D modelling or modding Palworld, but I am working on concept art for a lewd Loupmoon that largely stays true to the original design atm, i only have a basic concept for the dick, but i will be working on a full version for both male and female sometime soon Spoiler 5
IkuKitsune Posted February 12, 2024 Posted February 12, 2024 how can i follow the project live? i checked the discord and there was nothing related to the palworld mod that i was aware of tbh
OnceAPotato Posted February 12, 2024 Posted February 12, 2024 20 hours ago, Koguntetzu said: We definitely need models with more.... "animalistic properties" to their anatomy, for sure Yeah, as nice as some of the models I've seen are, a lot just are too far off the base. I've not fully against boobs or anything, but, like, the trend is either torpedo tits or gigahonkers on everything, and human dicks everywhere. And some are almost full redesigns. It just feels like there's an extreme lack of creativity and inspiration, and they're defaulting to the most basic concepts without thinking about the context. Can't they just add the fun bits without going so over the top? I want pals with fun parts, not pals that are borderline unrecognizable. Pals are already super cool as they are, they just need the parts. 2
OnceAPotato Posted February 12, 2024 Posted February 12, 2024 19 hours ago, VixieYote said: no guarantees that it'll be made into a mod, given that I have no experience in 3D modelling or modding Palworld, but I am working on concept art for a lewd Loupmoon that largely stays true to the original design atm, i only have a basic concept for the dick, but i will be working on a full version for both male and female sometime soon Reveal hidden contents This is what I like to see. Creative, but sticking to the concept the pal embodies. All Loupmoon(my literal favorite) needs is a pussy/dick that fits their design. Maybe well shaped boobs poking out from under the fluff if done well, but not the seemingly standard torpedos or gigaboobs. And even then, no tits would be perfectly fine sine their fluff leaves a lot to the imagination, and imagination is far more powerful than actual visuals.
Innersight Posted February 12, 2024 Posted February 12, 2024 2 hours ago, OnceAPotato said: Yeah, as nice as some of the models I've seen are, a lot just are too far off the base. I've not fully against boobs or anything, but, like, the trend is either torpedo tits or gigahonkers on everything, and human dicks everywhere. And some are almost full redesigns. It just feels like there's an extreme lack of creativity and inspiration, and they're defaulting to the most basic concepts without thinking about the context. Can't they just add the fun bits without going so over the top? I want pals with fun parts, not pals that are borderline unrecognizable. Pals are already super cool as they are, they just need the parts. It sounds like you'd like PaulitoZ's mods. He usually just adds parts to creatures. He's just one guy but he covered a few. including Cattiva, Depresso, Lamball, Daedream, Flopie and Chillet. he doesn't add breasts. he just slaps genitals on. Recently he's started upgrading the jiggle physics for the male parts. 1
VixieYote Posted February 13, 2024 Posted February 13, 2024 5 hours ago, OnceAPotato said: This is what I like to see. Creative, but sticking to the concept the pal embodies. All Loupmoon(my literal favorite) needs is a pussy/dick that fits their design. Maybe well shaped boobs poking out from under the fluff if done well, but not the seemingly standard torpedos or gigaboobs. And even then, no tits would be perfectly fine sine their fluff leaves a lot to the imagination, and imagination is far more powerful than actual visuals. Just for funsies, here's an update to the peen, drew it from a different angle so you can see the ribbed underside better I've got other stuff I need to work on, but I'm probably gonna work on the fullbodies, or at least the female genitalia sometime within the next few days Spoiler 2
OnceAPotato Posted February 13, 2024 Posted February 13, 2024 8 hours ago, Innersight said: It sounds like you'd like PaulitoZ's mods. He usually just adds parts to creatures. He's just one guy but he covered a few. including Cattiva, Depresso, Lamball, Daedream, Flopie and Chillet. he doesn't add breasts. he just slaps genitals on. Recently he's started upgrading the jiggle physics for the male parts. Some of their stuff is great, but they do the human dick thing on a lot of them Chillet though? I'm down for that one. 5 hours ago, VixieYote said: Just for funsies, here's an update to the peen, drew it from a different angle so you can see the ribbed underside better I've got other stuff I need to work on, but I'm probably gonna work on the fullbodies, or at least the female genitalia sometime within the next few days Reveal hidden contents Man, that is magnificent. If you designed and made models like that I would use them and exclusively them. Don't go too crazy with loupmoon though, save some fun design features for other pals!
VixieYote Posted February 13, 2024 Posted February 13, 2024 2 hours ago, OnceAPotato said: Some of their stuff is great, but they do the human dick thing on a lot of them Chillet though? I'm down for that one. Man, that is magnificent. If you designed and made models like that I would use them and exclusively them. Don't go too crazy with loupmoon though, save some fun design features for other pals! tyvm (=w=)b i am planning on doing other pals as well, just starting with Loupmoon bc they're my favorite i have no experience in modelling or modding Palworld, so unfortunately, i cannot make these myself, though i was thinking about making a thread here once i have at least the Loupmoon finished, so i can post all the concept art i make for any wayward 3D modelers to use. totally free, but with reasonable credit, obviously :v 2
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