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breeding farm animations please!


Jamesflaaa111

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Posted

People have thought of that, it was one of the first things posted in this forum. >.>

 

It's just a huge undertaking.

 

While there's 137 (maybe 138?) pals, I think it's about 100 with unique models.

 

Assuming you just assign half of them a male position and half a female position, regardless of their in-game gender, aside from a m/f animation for same species pairs... that's still over 2500 animations.

 

Not to mention if you want your pals to have appropriate anatomy for the fucking, needing to make at least 100 custom models.

 

That's not to say it's not doable, of course, and that you shouldn't want it. It's a great idea and I look forward to someone making it.

 

It's just a ways out still.

 

(Also, just for the sake of silliness: Official lore is that pals don't fuck. The egg literally just appears after a male and female pal are in close proximity to eachother. >.>)

Posted
10 minutes ago, Thermite Dragon said:

People have thought of that, it was one of the first things posted in this forum. >.>

 

It's just a huge undertaking.

 

While there's 137 (maybe 138?) pals, I think it's about 100 with unique models.

 

Assuming you just assign half of them a male position and half a female position, regardless of their in-game gender, aside from a m/f animation for same species pairs... that's still over 2500 animations.

 

Not to mention if you want your pals to have appropriate anatomy for the fucking, needing to make at least 100 custom models.

 

That's not to say it's not doable, of course, and that you shouldn't want it. It's a great idea and I look forward to someone making it.

 

It's just a ways out still.

 

(Also, just for the sake of silliness: Official lore is that pals don't fuck. The egg literally just appears after a male and female pal are in close proximity to eachother. >.>)

that lore is literally from pokemon lol. 'we don't know how this egg got here! it just appeared one day!' meanwhile you need a male and a female to breed in order for the egg to be made in the first place. i dont buy it for a second lol. anyway, yes i know its a lot to ask for i dont even need all of them or anything like that just a few to see if its even possible in the first place. i dont even need 'realistic anatomy' or whatever just for it to not look like garbo lol

Posted
6 minutes ago, Jamesflaaa111 said:

that lore is literally from pokemon lol. 'we don't know how this egg got here! it just appeared one day!' meanwhile you need a male and a female to breed in order for the egg to be made in the first place. i dont buy it for a second lol. anyway, yes i know its a lot to ask for i dont even need all of them or anything like that just a few to see if its even possible in the first place. i dont even need 'realistic anatomy' or whatever just for it to not look like garbo lol

 

Well, you could learn to mod and make the animations yourself? 😛 

Posted
1 hour ago, Thermite Dragon said:

 

Well, you could learn to mod and make the animations yourself? 😛 

no, that is well above my intelligence. could take your own advice

Posted

It'll probably be done eventually. There are still a lot of steps that need to be done

  • developing the ability to add additional animations
  • getting custom skeletons working without breaking literally every animation connected to a pal
  • creating some kind of framework to trigger the animations / handle conditions for selecting animation
  • creating some kind of framework to manage syncing 2 actors so the animation play in time and line up properly
  • creating pal models that are fully compatible with the framework (that hasn't been created yet) and the base game, that also has naughty bits
  • creating animations that are compatible with said frameworks
  • packing enough animations for enough common pals to have a barebones mod

It is a LOT of work. There are multiple people working on multiple of these things, but it will take time. I'd expect it to happen eventually.

Posted
2 hours ago, zileteh said:

It'll probably be done eventually. There are still a lot of steps that need to be done

  • developing the ability to add additional animations
  • getting custom skeletons working without breaking literally every animation connected to a pal
  • creating some kind of framework to trigger the animations / handle conditions for selecting animation
  • creating some kind of framework to manage syncing 2 actors so the animation play in time and line up properly
  • creating pal models that are fully compatible with the framework (that hasn't been created yet) and the base game, that also has naughty bits
  • creating animations that are compatible with said frameworks
  • packing enough animations for enough common pals to have a barebones mod

It is a LOT of work. There are multiple people working on multiple of these things, but it will take time. I'd expect it to happen eventually.

This sounds a lot like what Skyrim modders have done?
*If all that eventually comes to fruition, would the load order be as important for Palworld as it is for Skyrim or is LO a little more lax with Palworld?

Jumping a little of the posts topic, but with a new skeleton model would that allow modders to create less blocky looking models or is that texture/mesh/modders knowledge related?

Posted
3 hours ago, zileteh said:

It'll probably be done eventually. There are still a lot of steps that need to be done

  • developing the ability to add additional animations
  • getting custom skeletons working without breaking literally every animation connected to a pal
  • creating some kind of framework to trigger the animations / handle conditions for selecting animation
  • creating some kind of framework to manage syncing 2 actors so the animation play in time and line up properly
  • creating pal models that are fully compatible with the framework (that hasn't been created yet) and the base game, that also has naughty bits
  • creating animations that are compatible with said frameworks
  • packing enough animations for enough common pals to have a barebones mod

It is a LOT of work. There are multiple people working on multiple of these things, but it will take time. I'd expect it to happen eventually.

yea, i have a feeling it will just figured i'd mention it since it's one of the most used features of the game outside of crafting and catching. i'd love the idea personally, even if it were a little janky initially and the pals were limited i'd take effort over nothing at all. maybe just try it on a few basic pals initially so people dont get overwhelmed since theres a decent amount in game. plus genders need to be taken into consideration for any animations outside of the breeding farm so i suppose theres that to take into consideration as well. there are still some pals that have pussy mods that dont have penis mods and vice versa. i have a feeling its being held back by potential paywalls. which yknow, fair enough for the people working hard on it. they need their money where they can get it if they are the creators of said mods and not treating people bad in the process

Posted (edited)
4 hours ago, Jamesflaaa111 said:

no, that is well above my intelligence. could take your own advice

I mean intelligence isn't the restriction, it's just time and effort. Most creative stuff like drawing or modeling just comes down to experience. (I will acknowledge some stuff is harder than others due to more complexity)

Edited by Salamansky
Posted
1 hour ago, Swoosh1990 said:

This sounds a lot like what Skyrim modders have done?
*If all that eventually comes to fruition, would the load order be as important for Palworld as it is for Skyrim or is LO a little more lax with Palworld?

Jumping a little of the posts topic, but with a new skeleton model would that allow modders to create less blocky looking models or is that texture/mesh/modders knowledge related?

 

I'm guessing how important load order will be for advanced mods in Palworld will remain to be seen.

 

Pocketpair has said they intend to release official modding tools, so I wouldn't be surprised if a lot of the high tier stuff like animation framework doesn't see a ton of work until after that comes out (I could be mistaken, of course)- especially since we're still in very early access and the game could have MASSIVE changes that break all of our mods.

Posted
3 hours ago, Salamansky said:

I mean intelligence isn't the restriction, it's just time and effort. Most creative stuff like drawing or modeling just comes down to experience. (I will acknowledge some stuff is harder than others due to more complexity)

fair, i just could never figure that stuff out to save my life. plus i'm on steam deck which is fairly limited in the stuff it can do

Posted
1 hour ago, Jamesflaaa111 said:

fair, i just could never figure that stuff out to save my life. plus i'm on steam deck which is fairly limited in the stuff it can do

 

Amusingly, you actually probably could do it on a deck, especially if you had a dock for it. With a dock you can basically turn a steamdeck into a desktop computer if you really want.

Posted (edited)
8 hours ago, Jamesflaaa111 said:

fair, i just could never figure that stuff out to save my life. plus i'm on steam deck which is fairly limited in the stuff it can do

you could probably do it. A lot of creative artistic stuff is just having the initiative to start doing it. Getting good at it comes in time, but starting it is as simple as just grabbing a basic free program and just doing it regardless of how good it is.

 

There are tutorials for everything all over Youtube nowadays. If you get a particularly simple program it'll be a lot easier than something complex. Blender tore my brains out.

 

for example. I started animation because a friend linked me a very simple animation program and linked me a 20 minute tutorial for how to use it. My very first test animation was just a character grabbing their foot and hopping around on the other until they lost their balance and fell over.

 

Inside of 20 minutes I went from nothing to an animator.

Edited by Innersight
Posted
On 2/25/2024 at 10:22 PM, Thermite Dragon said:

 

I'm guessing how important load order will be for advanced mods in Palworld will remain to be seen.

 

Pocketpair has said they intend to release official modding tools, so I wouldn't be surprised if a lot of the high tier stuff like animation framework doesn't see a ton of work until after that comes out (I could be mistaken, of course)- especially since we're still in very early access and the game could have MASSIVE changes that break all of our mods.

Project SugarCake is already in development without having mod tools, just using UE. That's one major benefit of UE, especially since they don't use a weird fork like ARK did. All the engine tools are there, it's just more work.

PSC is at it's core an animation framework, which the dev has said would work for general use alongside the NSFW end of things. So you could add sitting, eating, and spa animations for players. It's also planned to be highly modular, so whatever you don't want you just don't install.

Dev is making good progress, but no other devs for models or animations or anything seem willing to talk to them so they can make things compatible or supported.

Posted (edited)

Part of that is that there are IIRC 2 or 3 groups now trying to make some kind of animation framework, and there's no actually usable framework to make things compatible with right now. I anticipate that once the sugarcake framework is developed enough and has enough documentation and example resources for people to make mods for it, then people will start making animations and mods for it. OK framework released over a month ago IIRC and only has like a dozen mods that use it, most are simple texture swaps. These things take time.

Edited by zileteh

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