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slal2ostim jsons generator for OCreatures


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Posted

slal2ostim jsons generator for OCreatures

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HOW TO USE ITS VERY EASY AFTER YOU CONVERT 

 

YOU SHOULD ABSOLUTELY UPDATE TO VER (2.0) THIS VERSION THIS HAVE ALL THE FIXES YOU NEEDED AND THE RIGHT WAY TO WORK 

GET THE CURRENT VERSION INSTEAD

sorry now fixed for real

____________________________________________________________________________________________________________________________________________________________

THANKS AGAIN TO @J0suk3_ WE SPENDED HOURS TRYING TO EXPLAIN TO ME HAHAH

(NOW WITH GROUPS SUPPORT)

 

IN THE TAB 1.SLAL PARSER 

 

SELECT THE INPUT FOR SLAL JSON FOUND IN YOURE ANIMATIONS MOD SO WE WIL USE BILLY AS EXAMPLE

 

Billyy's SLAL Animations 8.9\SLAnims\json\Billyy_CreatureBeasts.json

 

SELECTED IT AND CLICK (PARSE SLAL ANIMATIONS)

 

HERE THE TOOL HAVE READED ALL THE ANIMATIONS THAT ARE IN THE JSON NOW NEXT TAB 

STEP 2

TYPE THE AUTHOR PREFIX IN THIS CASE ITS BILLY SO WE TYPE BILLY

 

SELECT THE OUTPUT FOR EASIER USE MAKE A FOLDER IN DOWNLOADS AND SELECT IT IN THE TOOL

 

CLICK GENERATE OSTIM SCENES 

 

HERE THE TOOL IS FINISHED AND CAN BE CLOSED GO THE FOLDER YOU MADE IN DOWNLOAD YOU WILL SEE 

FOLDERS THAT ARE NAMED 

OCrCanine

OCrTroll

ocr:etc 

COPY ALL OF THEM AND PUT THEM IN THE OCREATURE MOD IN HERE 

OCreatures\SKSE\Plugins\Ostim\scenes\OCreatures

 

AND DONE 

MAKE SURE YOU CONVERT THE ANIMATIONS FIRST USING MY TOOL 

 

image.png


 

  • 2 weeks later...
  • 4 weeks later...
Posted
4 hours ago, setto1 said:

Hi thanks for these tools

Will you upload the conversions too?

Agreed. I don't wanna have to use tools just to get new animations. The most I'm willing to do is run Pandora. I leave the conversions to the modders.

  • 2 weeks later...
Posted
On 5/25/2025 at 12:56 PM, setto1 said:

Hi thanks for these tools

Will you upload the conversions too?

hi yes i wil but depends which one is the most wanted

 

Posted
On 5/25/2025 at 5:11 PM, wintersouls23 said:

Agreed. I don't wanna have to use tools just to get new animations. The most I'm willing to do is run Pandora. I leave the conversions to the modders.

i have seen allot of ppl asking for anubs animations 
is that something you guys wil like?

  • 11 months later...
Posted (edited)

In generating Json files for group animations, it seems that the tool is dropping animation target action data from the converted json lists, resulting in players experiencing animations incorrectly, with static or idle characters. 
As an example:

In the animation file 'SKSE\Plugins\OStim\scenes\OCreatures\OCrHorse\fmm\billyyhorse\BillyyHorse3pDPSideways' 

BillyyHorse3pDPSideways-1.json

    "actors": [
        {
            "type": "crhorse",
            "intendedSex": "male",
            "requirements": [
                "penis"
            ],
            "tags": [
                "lyingback"
            ],
            "animationIndex": 0
        },
        {
            "type": "crhorse",
            "intendedSex": "male",
            "requirements": [
                "penis"
            ],
            "tags": [
                "lyingback"
            ],
            "animationIndex": 1
        },
        {
            "intendedSex": "female",
            "tags": [
                "standing"
            ],
            "animationIndex": 2
        }

 

Actors for the scene (fmm) are assigned 3 animation indexing slots respectively,
crhorse 1 at animationIndex: 0,
crhorse 2, at animationIndex: 1,

female, at animationIndex: 2.

 

However, in the called action sequence 

    "actions": [
        {
            "type": "analsex",
            "actor": 0,
            "target": 1
        }
    ],

 

We can see that there are three main faults at play here.
Firstly, animation data is only being called for actor 0. In this case this would be the assigned animationIndex to crhorse 1 in the scene.

Secondly, that the json data is missing additional action calls referencing the animation data for other actors in scene.

Thirdly that the "target" reference is pointed towards the incorrect animationIndex reference.

 

The result is that the animation plays with only one character playing the animation in the scene.

To resolve this, there needs to be additional action calls targetting assigned animationIndex references, with additional action calls appropriately targetting animation data.

For reference of how this should look, here is similar data from a 3 person (fmm) scene from Billyy's SLAL for Ostim mod (note that ostim does not rely on actor indexing for non-creature animations, instead using "intendedsex".

   "actors": [
        {
            "intendedSex": "male",
            "sosBend": 2,
            "scale": 1,
            "feetOnGround": false,
            "tags": [
                "kneeling"
            ]
        },
        {
            "intendedSex": "male",
            "sosBend": 1,
            "scale": 1,
            "feetOnGround": false,
            "tags": [
                "lyingback",
                "onbottom"
            ]
        },
        {
            "intendedSex": "female",
            "scale": 1,
            "feetOnGround": false,
            "tags": [
                "kneeling",
                "ontop"
            ]
        }
    ],
    "actions": [
        {
            "type": "holdingchin",
            "actor": 0,
            "target": 2
        },
        {
            "type": "handjob",
            "actor": 2,
            "target": 0
        },
        {
            "type": "handjob",
            "actor": 2,
            "target": 1
        }
    ],
    "tags": [


I have not peaked under the hood as to how the json tool works, or if indeed it is an issue with the Ostim converter tool and how it is handling that data, but I thought to bring this to your attention in the hopes of seeing it resolved.
 

Edited by Tiptopbunman

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