Dragneel013 Posted March 19 Share Posted March 19 6 hours ago, Innersight said: You already are lying. You're lying to make things feel worse. Five years is an extreme embellishment. If that's the type of energy you put out there then getting people tired of your energy is inevitable. Look at this from the eyes of creators. They're putting a lot of heart and soul into these mods - and making decent time for it. Would you want to hear people making things up about how bad it'll be? The whole "woe is me" spiel because they aren't getting their free stuff fast enough? Nah I wasn't I told the facts that it will take 5 years. If its less than better. But the facts don't that the game is early access and will update which will cause mods to be broken. On top of that not many modders are going to mod the game or poeple will move on. Those don't change. If your upset just know that the facts don't give a fuck about your feels. Nor do I. 1 Link to comment
dijitz23 Posted March 19 Share Posted March 19 5 hours ago, Dragneel013 said: Nah I wasn't I told the facts that it will take 5 years. If its less than better. But the facts don't that the game is early access and will update which will cause mods to be broken. On top of that not many modders are going to mod the game or poeple will move on. Those don't change. If your upset just know that the facts don't give a fuck about your feels. Nor do I. Probably best that you just be about what you had mentioned before and comeback in 5 years. Do everyone a favor. Also, you don't know what the word "facts" mean. What you are talking about is assumption or an educated guess at best. 16 Link to comment
Dragneel013 Posted March 19 Share Posted March 19 1 hour ago, dijitz23 said: Probably best that you just be about what you had mentioned before and comeback in 5 years. Do everyone a favor. Also, you don't know what the word "facts" mean. What you are talking about is assumption or an educated guess at best. I get it. Stay mad alright. What is this sentence structure? Sure I'll do me and you do you. Link to comment
Popular Post Spirit_Shard Posted March 22 Author Popular Post Share Posted March 22 Project Sugar Cake v0.0.3DEV is now up, and I updated the main post! The SubscribeStar post for this update - https://subscribestar.adult/posts/1215346 This new update include the new JSON importer! It'll now be fairly easy for animators to import animations to SCake without having to use blueprints or know any scripting, I also provide templates that explain what each parameter does and shows how to structure the JSON. From Discord JSON parser is done! (for now at least >.<) Although this did take a bit longer than expected since I had to build a fully custom string parser (Built-in UE5 tools for json were not working) I'm quite happy with how quickly I could get this update out and I'm pretty proud of the work so far! I added a ton of information to the Docs included with SCake, also added templates for the JSON files, one with explainations for each parameter so it should be much easier to follow what everything does and see what actually needs to be filled out. When installing .json animation packs, ensure to place the json file in ~mods/AnimJSON and add the file name to the now included _LoadList.json (which goes in the same folder) so that SCake can load it. My next step is creating some animation importing tutorials for palworld/SCake (currently in progress ^-^). I thought by now we'd have better tutorials out there covering things like animation export/imports but it seems the guides out there have either outdated info which has issues or contains just outright bad advice. So, I'm moving that step up the priority list immediately! There's a couple of people in the Discord interested in animating but waiting on this tutorial so hopefully it won't be too long! ^-^ If anyone else is interested in animating I recommend joining the Discord if you need help (just much easier to help that way). - - - Now, quickly regarding the, uhm, angry person? I don't want to respond directly to the toxicity (I typically just ignore people like this, or get my sass on) but I do want to respond to some of the proposed concerns/criticisms? Before that, just a reminder to people, don't engage when people act in bad faith, just ignore them and let them be. Chances are they're just in a rough patch and this is how they chose to vent, I personally didn't take the original statement as all that aggressive, but feathering the flames did make things more toxic and I'd like us to avoid that and work toward a more collaborative and helpful atmosphere. ^-^ And thank you to those showing their support! ^-^ "See you all in 5 years" This is a genuine concern for some, not sure why you'd ever really leave it as a comment as it doesn't really 'do' anything other than just bring down the mood, but there are concerns that projects like this one could take a really long time. However, we have to start somewhere and Palworld has a very mod-able base to work with! One of the reasons I KNEW I could do this is because we have access directly to Blueprints, UE5's visual scripting language (there's also a way to use C++ now, however I've opted to not use it for now until I can ensure long-term compatibility). This means we can effectively do whatever a developer of a game could do, and we can also start overwriting the game's very foundation should we see the need. This reality has sped up development on SCake drastically as I already have experience in UE4 and in general game development, we didn't need some 'new' tools or cracking of encryption or additional injection systems that could take years alone to reverse engineer an engine to get to, this is UE5, the tools already existed! Besides, we currently have a functioning framework that an import animations with an arbitrary number of actors (my test with 6 characters was ridiculous looking lol) and now it's easy to get animations registered and playing in-game, we just need more animations to actually use, and I'm focusing on that aspect right now. "The game will update and break mods" This is very much on my own mind while building these systems. On LL I'm mostly known for creating Succubus Heart, a succubus themed progression mod for Skyrim, and Skyrim updates are notorious for updates breaking mods. Except in my case, updates have really only broken SKSE, but never Succubus Heart, and that's because I heavily rely on building standalone custom systems that don't rely on the game's internal code. I've taken this same approach with SCake as much as I can, the Animation Player is completely custom with only the AI stuff using in-game stuff because it has to, the Animation Register is completely custom with its own data structure (consists of over 20 BP structs and some enums X.x), the JSON parser uses UE5's base loading function but the parser is completely custom. So yes, I am very aware that mods 'could' break, but the custom systems will still function regardless of what happens, we just have to fill any small cracks that show up over time like if they change the AI code in a way that impacts things, but that's just one small section of the total mod. And regardless of whatever you think or how long these things could take, there's no harm in people getting excited and showing support for the project, as long as we're all reasonable when it comes to updates! People's support has helped me make amazing progress and helped keep moral high even when I hit a barrier in the process, it's because people have been so supportive that I've been able to power through these struggles so easily! So thank you everyone that has been showing their support! I really do appreciate it and hope we can keep our community a fun, creative, and supportive one! (There's plenty of places for people to go if they want to be angry and hateful, let's not do that here >.<) On 3/19/2024 at 4:50 AM, TheVolcanoGodess said: Ohh that's curious. Let's say a person was going to try to make their own animation, what would be the best way to do that within your framework? Just make the animation like you would for any other Palworld animation then fill out the .json file for loading the animation/event and it should work in-game if everything was imported properly! The issue is that getting animations imported properly requires a bit of work and I'm currently working on a tutorial for it (it's my next immediate project regarding SCake). If you're interested in making animations you can always ask us over on the Discord and we can help you get rolling! ^-^ (It's just the easiest way to help effectively, but you don't have to if you don't want to! Tutorial will post on my site and SubscribeStar, and I'll try to figure out a proper way to post it here) 24 Link to comment
zileteh Posted March 24 Share Posted March 24 Don't feed the trolls! Replying to negative, low-effort complaining is a waste of your energy that can be spent on MUCH better things JSON animation importer sounds super cool! Are here any proof-of-concept videos or animations to show off? Or is everything still in the pipelines? Link to comment
Dragneel013 Posted March 24 Share Posted March 24 16 minutes ago, zileteh said: Don't feed the trolls! Replying to negative, low-effort complaining is a waste of your energy that can be spent on MUCH better things JSON animation importer sounds super cool! Are here any proof-of-concept videos or animations to show off? Or is everything still in the pipelines? I agree. lmfao Link to comment
bittertib Posted March 24 Share Posted March 24 If the tools are already there then would it be possible to add to the game? There is a lot of model swaps but would it be possible to lets say add in new characters not as a swap but as a new entity? Link to comment
Hawk32 Posted March 27 Share Posted March 27 Spoiler Sample 1.mp4 Sample 2.mp4 Here's a couple teasers of some WIP animations that were shared and a small demonstration of player x pal. 11 Link to comment
Torsten Torsten Posted March 27 Share Posted March 27 "- Dynamic Gender/Sex Support" What exaclty can i understand by that? Link to comment
Spirit_Shard Posted March 27 Author Share Posted March 27 (edited) I've released an in-depth guide for setting up and importing animations with SCake! This guide will take you from knowing nothing about Palworld modding to getting animations playing in-game! It's a bit long as there's a ton of information and it's fairly thorough, but there are sections you can skip if you don't need them or are already familiar with Palworld modding. Also, it's the first article available on my website using my new format and tools! If you check it out on my site (michaelpstanich.com) I'd love to hear your feedback! ^-^ "SCake Guide : How to set up animating and import animations for Project Sugar Cake" On my site : https://www.michaelpstanich.com/article/SCake_HowToMakeAnimsGuide.html (I plan to also post it here on LoversLab but haven't gotten to it yet, I was too tired when I got the article published >.<) (GDrive docs version available on Discord or linked on SubscribeStar (https://subscribestar.adult/posts/1226924), don't want to post directly here for safety) We've been doing a lot of animation stuff over on Discord, getting a lot of modding resources made so people can jump right into animating as quickly as possible with plenty of samples being posted! I recommend people check it out if you're interested! (people may post some samples here laters, I'll also be doing some anim stuffs soon and will post those here when I get the chance) On 3/23/2024 at 8:32 PM, zileteh said: JSON animation importer sounds super cool! Are here any proof-of-concept videos or animations to show off? Or is everything still in the pipelines? Over on Discord we have regular updates and discussions, it's just easier to post quick snippets and chat about things on there. X.x I don't know how to show a video of the JSON importer, it just does everything in the background and just shows a message when stuff registers (or an error if it broke lol), but it does work, we've been using it to get anims in-game since release. I did post a screenshot of the blueprints however, if that's what you mean? On 3/24/2024 at 8:24 AM, bittertib said: If the tools are already there then would it be possible to add to the game? There is a lot of model swaps but would it be possible to lets say add in new characters not as a swap but as a new entity? Technically you could add new stuff to the game, but because UE4SS doesn't enable editing datatables dynamically you would have to overwrite game data in a way that's not compatible. I think a lot of functions still need to be reverse engineered as well, a lot of AI stuff still isn't well understood. 9 hours ago, Torsten Torsten said: "- Dynamic Gender/Sex Support" What exaclty can i understand by that? It means enabling more fluid genders for characters, it's enabled in SCake by using a "Sex Equipment" system rather than genders, so a "male" is recognized as having a "penis" but not breasts, female is having "breast and vagina", futa has "penis and breasts", that sort of thing. I explain it more in the Sugar Cake - Metadata.txt that distributes with the mod! (SCake already supports it, however the game only registers Male/Female at the moment. In the future you will be able to configure which pals of which gender will apply to what 'equipment') Edited March 27 by Spirit_Shard Link to comment
TemtemLover Posted March 27 Share Posted March 27 A few more cooking previews, we are mostly experimenting with rigs right now, but these are likely to be in the game at some point. Warning! Quite gay <: Spoiler Booper.mp4 Doggy.mp4 DoggyDog.mp4 First and second animation by bokonus, thirdby me. 14 Link to comment
Lordchaosc Posted March 27 Share Posted March 27 This all looks very promising. Hopefully there'll be some pal x human previews soon and eventually some ingame. Link to comment
Torsten Torsten Posted March 27 Share Posted March 27 1 hour ago, Spirit_Shard said: It means enabling more fluid genders for characters, it's enabled in SCake by using a "Sex Equipment" system rather than genders, so a "male" is recognized as having a "penis" but not breasts, female is having "breast and vagina", futa has "penis and breasts", that sort of thing. I explain it more in the Sugar Cake - Metadata.txt that distributes with the mod! (SCake already supports it, however the game only registers Male/Female at the moment. In the future you will be able to configure which pals of which gender will apply to what 'equipment') Okay thats what i thougth. I wasnt sure tho Link to comment
Innersight Posted March 29 Share Posted March 29 On 3/27/2024 at 1:42 AM, Hawk32 said: Reveal hidden contents Sample 1.mp4 1.27 MB · 0 downloads Sample 2.mp4 836.43 kB · 0 downloads Here's a couple teasers of some WIP animations that were shared and a small demonstration of player x pal. On 3/27/2024 at 5:35 PM, TemtemLover said: A few more cooking previews, we are mostly experimenting with rigs right now, but these are likely to be in the game at some point. Warning! Quite gay <: Reveal hidden contents Booper.mp4 1.31 MB · 0 downloads Doggy.mp4 697.63 kB · 0 downloads DoggyDog.mp4 7.43 MB · 0 downloads First and second animation by bokonus, thirdby me. This is exciting! We've all been looking forward to these 2 Link to comment
zileteh Posted March 31 Share Posted March 31 On 3/27/2024 at 3:35 PM, TemtemLover said: A few more cooking previews, we are mostly experimenting with rigs right now, but these are likely to be in the game at some point. Warning! Quite gay <: Hide contents Booper.mp4 1.31 MB · 0 downloads Doggy.mp4 697.63 kB · 0 downloads DoggyDog.mp4 7.43 MB · 0 downloads First and second animation by bokonus, thirdby me. Holy shit, I'm super hype now Imagine if there was a tool to convert skyrim anims to pal world anims.... there is a LARGE backlog in that community to pull from 2 Link to comment
AmaryllisThorne Posted April 1 Share Posted April 1 14 hours ago, zileteh said: Holy shit, I'm super hype now Imagine if there was a tool to convert skyrim anims to pal world anims.... there is a LARGE backlog in that community to pull from If that were possible, it'd be great, but there's basically zero chance of the skeletons being compatible to allow for that. Best that could realistically be done would be to look at some of those animations as reference material for making new anims 1 Link to comment
Algene Posted April 1 Share Posted April 1 10 hours ago, AmaryllisThorne said: If that were possible, it'd be great, but there's basically zero chance of the skeletons being compatible to allow for that. Best that could realistically be done would be to look at some of those animations as reference material for making new anims Lamentably this is real, maybe if you're up to a lot of work you can do it, but honestly? is faster to do it from scratch Link to comment
Kyle-says Posted April 2 Share Posted April 2 On 3/27/2024 at 5:35 PM, TemtemLover said: A few more cooking previews, we are mostly experimenting with rigs right now, but these are likely to be in the game at some point. Warning! Quite gay <: Hide contents Booper.mp4 1.31 MB · 0 downloads Doggy.mp4 697.63 kB · 0 downloads DoggyDog.mp4 7.43 MB · 0 downloads First and second animation by bokonus, thirdby me. These look amazing! Really looking forward to seeing more, and to see how this all turns out in the end Link to comment
baumgesamster Posted April 4 Share Posted April 4 i always get the information:" no animations found" framework itself seems working Link to comment
Dark_Panther Posted April 4 Share Posted April 4 I tried to install it for 3 months and I couldn’t do anything. Can anyone post the video instructions? I don’t speak English, I’m writing through a translator. Link to comment
Hawk32 Posted April 4 Share Posted April 4 Ok here's some really shitty pictures showing how to add animations to your game. This is assuming you have the framework installed already. Basically open up the animation file drag and drop the animations to the correct folders. 1: (AnimationName).pak goes in the ~mods folder along with the AnimJSON (folder) if one is included in the zip file. 2: In the AnimJSON(Folder) you place the (AnimationName).json 3: Open _Loadlist.json in your choice of text editor and then add the name of the animation to the list. In this case "BanimMod" and "SCakeBasicsAnimPak" * Important Note: Spacing is important make sure all your lines line up nicely in the _Loadlist.json or it will fail. 3 Link to comment
Eruvadhor Posted April 5 Share Posted April 5 i did everything as it said but it does not work, today is the same day the new update arrived, maybe it fucket it up? Link to comment
Hawk32 Posted April 5 Share Posted April 5 Nope new update does not affect it. You'll know you've installed correctly if these pop up on the load screen keep in mind my instructions are only for adding animation packs. Not the installation of the base framework or ue4ss. Link to comment
745795313 Posted April 5 Share Posted April 5 On 3/28/2024 at 5:35 AM, TemtemLover said: A few more cooking previews, we are mostly experimenting with rigs right now, but these are likely to be in the game at some point. Warning! Quite gay <: Hide contents Booper.mp4 1.31 MB · 0 downloads Doggy.mp4 697.63 kB · 0 downloads DoggyDog.mp4 7.43 MB · 0 downloads First and second animation by bokonus, thirdby me. This look sooo good Link to comment
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