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[Mod]Sugar Cake Animation Framework (SCake) [Animation and Stat Framework]


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Posted
2 hours ago, Spirit_Shard said:

Currently the Progression Modes aren't implemented/exposed so after orgasm the animation ends. In the future this will be configurable.

Ok, neat!

Posted

Just curious, but it looks right now there isn't any kind of autonomous systems for animations to happen naturally, is that right? Are there any plans for that kind of thing future? Maybe even some kind of 'defeat' system if that's even possible.

Posted

Project Sugar Cake 0.4.2 DEV available! This is mainly a bugfix release which fixes AdjustProfile saves bloating from a strange duplicating entry bug, also is an update in preparation for Altermatic's release!

SubscribeStar Post - https://subscribestar.adult/posts/1375053

"
I'll admit the last update's release was a bit rushed near the end and that lead to a pretty nasty bug residing in some new functionality. I was already planning a small update to coincide with Altermatic but this critical fix made it even more important! AdjustProfiles unfortunately had a memory leak! @.@ It was reported by a community member, and their AdjustProfile reached 17mb!!! I wasn't able to find the source but did confirm it 'could' happen, just didn't know what exactly was causing it. So I did what any reasonable programmer would do... I re-wrote the entire implementation, leaving only tertiary code untouched. Benefit? AdjustProfile code is a lot faster and uses a more complex-to-make but quick-to-process system. Since the profiles would be experiencing bloat I invalidated all previous profiles with a version cut-off, so you'll need to re-adjust your alignment again. >.<

 

Additionally it was suggested to add another Gender, which we've dubbed "Andro". Andro is a setting for "Vagina Only" definition and is now fully supported within SCake!

"
 

On 6/29/2024 at 9:06 PM, hyperk2 said:

..there isn't any kind of autonomous systems for animations to happen naturally, is that right? .. .Maybe even some kind of 'defeat' system if that's even possible.

SCake is just a framework that other mods can hook into. Unfortunately, uptake has been extremely slow so I'm not aware of any properly released gameplay mods. A defeat style mod was demo'd and being worked on in the Discord but they've also been busy on other projects. >.< (It was the famous TemTemLover, they've been doing a lot!)

If you have ideas and would like to try and make stuffs, check out the SDK and don't be afraid to contact us on Discord! We're always up for helping people get rolling! Eventually I'd like to work on some gameplay modules myself, but I have soo many different things to work on... X.x

Posted

Been playing around with it, none of my custom meshes are working atm, but they may update, the animations work though! My only wish is i wish the targeting wasnt as hard for me, I play with a controller (Blasphemy I know on a pc) but even with my keyboard its hard to aim, move, and hit the key to trigger the animation on a pal thats fleeing (that sounds bad...lol) But this is very likely user error/ ID10-T error.

So anyone reading, dont take this as a review of any sort. or if you do, the framework is amazing and nothing but respect to the team/dev(s)! <3

Posted
16 minutes ago, ryedgerd50 said:

So does this come with naughty bits? or do I have to download the NSFW Community Mesh Pack for SCake?

There's no mention in the feature list so you'll likely be required to download models separately from this mod. This is just a framework, that's all.

Posted

This = system that went told so, will play anims. Also tracks so e other Info but that's basically it. Scake is not any of the following

 

Pal replacers / models = the thing that makes pals naughty. These can work without scale, usually used OK framework or altermatic to do model switching.

 

Plugins /mods that use scake = the thing that does gameplay stuff and decides when animations should play. There currently aren't any just a few rough tests

 

Animation packs. There's a few of these available from multiple makers, require scake

Posted (edited)

Ok, thank you for answering, so i'm guessing it also doesn't make penis erect as well then, I like lewd but I don't want them to always be erect, just when they do the animations.

Also if I do download the NSFW Community Mesh Pack, can I just replace some of them with other lewd mods by installing them after?

Edited by ryedgerd50
Posted

I was wondering if it would be a good idea to allow multiple animations to be played simultaneously; an animation would take up a slot (oral, anal, etc) and if the slot is taken, it can't be taken up with another that would require the same slot. I imagine that this would free up a lot of the time required to animate too; take spitroasting for example instead of animating a party of three, the animator could animate oral and vaginal, and then the framework would be able to trigger them together, or separately if the third party joins in partway into the animation; this would allow for leaving and joining during an animation that would likely push the receiving party to the edge, basically like taking turns, assuming there are enough around to keep it going.

 

It would have some issues however, using tags like "oral, vaginal, anal, handjob" and so on, probably wouldn't work as the parties may be in different poses during their animations; take Melpaca for example, the player will likely be under the Melpaca providing a handjob or oral, and will likely be squatting, in which case a lot of the space around the player will be unreachable, so perhaps instead another system can be devised, one that boasts a sort of spatial awareness.

 

During animations the character could be surrounded by a 3D grid of cubes (although the player can't see these cubes), and if any additional party collides with these cubes, said cubes are marked as occupied, no animation that also tries to occupy these cubes will be able to play.

 

I think it would be good if the animations could be packaged with preconfigured cube coordinates, in which the animator marks which cubes are occupied, which will free up the resources when it comes to dynamically marking said cubes during gameplay, since the framework needn't do that anymore, it would simply have to refer to the pre-configurations. I feel it would also be a good idea if animators could exclude their animations from this system as well, or even exclude on the bases of specific circumstances like "exclude only if criteria is met".

 

An issue I can see here is in which how the animations play; using a system like this would require all animations to follow the same sort of format, move in the same tempo so that nothing becomes misaligned. Unless we could cleverly utilise inverse kinematics to maintain a near-relative position during an animation, although the models would need to be aware of their proximity for anything like that to work, like a magnet.

 

I feel I've trailed off at the end here, but give me your thoughts if you care to.

Posted
21 hours ago, ryedgerd50 said:

Ok, thank you for answering, so i'm guessing it also doesn't make penis erect as well then, I like lewd but I don't want them to always be erect, just when they do the animations.

Also if I do download the NSFW Community Mesh Pack, can I just replace some of them with other lewd mods by installing them after?

SCake has integrated arousal system. So far I think only the NSFW Community Mesh Pack has arousal system compatibility. Essentially, pals will have raging boners when they're horny, but no boner after sex. Note, there's no autonomous sex triggers. You would have to trigger the animations using a debug hotkey. So tamed pals will run around with boners after a while.

Posted

After updating the mod today the game CDT on start-up with this error message.
 

LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1449] Failed to find function SCake_RegisterAnim in ModActor_C /Game/Pal/Maps/Title/PL_Title.PL_Title:PersistentLevel.ModActor_C_2147481885

 

Is there any fix for it currently?

Posted (edited)
23 hours ago, DrakoWerewolf said:

SCake has integrated arousal system. So far I think only the NSFW Community Mesh Pack has arousal system compatibility. Essentially, pals will have raging boners when they're horny, but no boner after sex. Note, there's no autonomous sex triggers. You would have to trigger the animations using a debug hotkey. So tamed pals will run around with boners after a while.

Thank you for reply ^^

Oh wait, does that mean I can't replace any of the models without losing arousal for them? thats a shame becuase found some mods that I prefer for some of the pals

Edited by ryedgerd50
Posted
On 7/2/2024 at 11:15 AM, SwissxPiplup said:

I was wondering if it would be a good idea to allow...

Complex systems like this are really difficult to build correctly and would drastically increase the amount of work for animators. While I love playing with advanced ideas and implementing them, there's a balance to hit with a framework like this where the base-line needs to be as easy as possible so anyone can jump in (we've been seeing a lot of first-time animators try their hand at it, hope they all get to release anim packs at some point!), but also allowing more advanced configuration so we don't hamper the framework's capabilities.

I think with how SCake is currently set-up, we've struck this balance pretty well with how much 'just works' automatically. The ideas you present are interesting, but I think you could achieve similar results in a much more simplistic way as a module. For example, SCake allows finding compatible anims with certain positions pre-defined, so a mod could add a collision box/sphere around the animating characters, then if a character enters the space it could scan animations and check if there's some that matches the current criteria while adding the new character into the mix for a different act. If an anim is found it could then swap over the animation (Stop the animation, then start the new one). You'd lose some of the proposed dynamic capabilities of the system you suggested, but it would drastically lower complexity, ensure it's compatible regardless of animations installed/working, and doesn't require additional work from animators.

 

On 7/2/2024 at 5:44 PM, DASTEK said:

After updating the mod today the game CDT on start-up with this error message.
 

LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1449] Failed to find function SCake_RegisterAnim in ModActor_C /Game/Pal/Maps/Title/PL_Title.PL_Title:PersistentLevel.ModActor_C_2147481885

 

Is there any fix for it currently?

 

On 7/3/2024 at 2:21 PM, ryedgerd50 said:

Thank you for reply ^^

Oh wait, does that mean I can't replace any of the models without losing arousal for them? thats a shame becuase found some mods that I prefer for some of the pals

In SCake it's called "Arousal Morph Support", the model would need to define a blend-shape/Morph Target for when not aroused and is aroused. We never got any mods for attaching 'equipment' to pals so this is the current method we use. It works relatively well but requires the model to support it.

Posted
12 hours ago, Spirit_Shard said:

Complex systems like this are really difficult to build correctly and would drastically increase the amount of work for animators. While I love playing with advanced ideas and implementing them, there's a balance to hit with a framework like this where the base-line needs to be as easy as possible so anyone can jump in (we've been seeing a lot of first-time animators try their hand at it, hope they all get to release anim packs at some point!), but also allowing more advanced configuration so we don't hamper the framework's capabilities.

I think with how SCake is currently set-up, we've struck this balance pretty well with how much 'just works' automatically. The ideas you present are interesting, but I think you could achieve similar results in a much more simplistic way as a module. For example, SCake allows finding compatible anims with certain positions pre-defined, so a mod could add a collision box/sphere around the animating characters, then if a character enters the space it could scan animations and check if there's some that matches the current criteria while adding the new character into the mix for a different act. If an anim is found it could then swap over the animation (Stop the animation, then start the new one). You'd lose some of the proposed dynamic capabilities of the system you suggested, but it would drastically lower complexity, ensure it's compatible regardless of animations installed/working, and doesn't require additional work from animators.

I see. I appreciate the response!

Posted
3 hours ago, awsomeye said:

I'm not getting the UI for the mod what do I do?

Did you read the readme to see the controls?

Also did the "project sugarcake enabled" message show up on the left when booting the game?

Posted

Is it compatible with 3.3 version or is it on 3.2 one? I just tried the game and noticed the latest update has been released today, but it should "only" be a save fix.

Posted
13 hours ago, Kyler Underwood said:

Did you read the readme to see the controls?

Also did the "project sugarcake enabled" message show up on the left when booting the game?

No I did not

Posted

Is it possible to get two NPC's to have sex with this? I know how to do it with the NPC's as the PC, but I'd like to see NPC's get at it as well.

Posted

Iirc NPCs are not assigned a gender because you are not aupposed to breed them. There might be some workaround in the future to let Scake assign one.

 

I also see no reason you couldn't manually trigger an anim between a pal and an NPC it just might not select a valid one 

Posted

Having issues with the json loading list ingame, Cake menu works, batch file for loadlist manually filled out but it keeps failing to load when starting up game so the animation lists are blank

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