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Assets: Crawl on all fours fixed


Cocein

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Posted

I ran into this mod www.nexusmods.com/skyrim/mods/33097/ a while back and thought it might work great for erotic mods.

 

Unfortunately the animation files are kinda messed up. The camera is placed way too high so you have to zoom way out to even see the animation.

I figured out how to fix it and dropped the camera in the animations to a reasonable height.

 

The other problem is that the mod is just a sneak replacer. My intention was to change this and make a mod that uses FNIS to dynamically change your normal run animations. Then I'd add a lockable collar or something that forces you into that state while the collar is on.

 

Unfortunately I hit a wall in that FNIS is currently not capable of this function. The best I could do was replace the idle, forward walk, and forward run animations. The FNIS documentation says they're planning to add the functionality I need in version 6.

 

So since I have no idea when that will be released, I thought I'd just release the animations for you guys in the meantime. Cheers.

 

You can modify them or use them in mods so long as you credit DarkAngel1265, the original creator.

AllFours.zip

Posted

Unfortunately I hit a wall in that FNIS is currently not capable of this function. The best I could do was replace the idle, forward walk, and forward run animations. .

 

Can you please share some code snippets how you replace the forward walk and forward run for a specific actor?

I'll incorporate that in my mod today.

 

FNIS.set_AACondition(ac, "mt_loco_forward", "FNISSexyMove",move,1)

 

Like this?

Posted

 

Unfortunately I hit a wall in that FNIS is currently not capable of this function. The best I could do was replace the idle, forward walk, and forward run animations. .

 

Can you please share some code snippets how you replace the forward walk and forward run for a specific actor?

I'll incorporate that in my mod today.

 

FNIS.set_AACondition(ac, "mt_loco_forward", "FNISSexyMove",move,1)

 

Like this?

 

 

No. That's the old, minimal system. Now FNIS suppports almost 500 animations, and an "arbitrary" number of mods. THat makes it a little more complicated.

 

See the FNIS_6.0_AlternateAnimations.txt for details and a scripting example.

 

But please: it's really important that you read the doc carefully. It's very easy to create an unnecessary high CPU load.

Posted

 

No. That's the old, minimal system. Now FNIS suppports almost 500 animations, and an "arbitrary" number of mods. THat makes it a little more complicated.

 

See the FNIS_6.0_AlternateAnimations.txt for details and a scripting example.

 

But please: it's really important that you read the doc carefully. It's very easy to create an unnecessary high CPU load.

 

 

You mean, it's better to wait for a release of 6.0? :)

Posted

 

 

No. That's the old, minimal system. Now FNIS suppports almost 500 animations, and an "arbitrary" number of mods. THat makes it a little more complicated.

 

See the FNIS_6.0_AlternateAnimations.txt for details and a scripting example.

 

But please: it's really important that you read the doc carefully. It's very easy to create an unnecessary high CPU load.

 

 

You mean, it's better to wait for a release of 6.0? :)

 

 

Yes, in any case. Unless you don't mind changing your code in 2 or 3 weeks. Because by then I hope 6.0 is final, and this old syntax incompatible.

 

With the 6.0 Beta1 I will also release a Sexy Move 6.0 Beta, then you even have a working example. And an FNIS to test with.

Posted

So I'm reading through the FNIS 6.0 documentation. For the use case I've described I only want to replace the normal walk/run animations and the idle animation. So in the FNIS list file I just need to include these entries.

 

AAprefix mym

AAset _mtx 1

AAset _mtidle 1

 

Then I just rename all my animation files appropriately as specified with the prefix and they'll be recognized.

 

The scripting seems somewhat similar to before. FNIS.set_AACondition is replaced by FNIS_aa.SetAnimGroup which is nearly the same.

 

So for the absolute bare bones no error checking or good coding practice version, the code could work like this:

 

int MyModID = FNIS_aa.GetAAModID("mym", "MyMod")

int BaseID = FNIS_aa.GetGroupBaseValue(MyModID, FNIS_aa._mtx(), "MyMod")

FNIS_aa.SetAnimGroup(Game.GetPlayer(), "_mtx", BaseID , 0, "MyMod")

 

I hope I got all that right.

Posted

 

 

 

Yes, in any case. Unless you don't mind changing your code in 2 or 3 weeks. Because by then I hope 6.0 is final, and this old syntax incompatible.

 

With the 6.0 Beta1 I will also release a Sexy Move 6.0 Beta, then you even have a working example. And an FNIS to test with.

 

 

Speaking of animations, I asked already in ZaZ topic, but perhaps you can help me:

I'm trying to play an animation ZapLickFeet from 6.07 via a script, but CreationKit cannot find it. Many other zbf animations are there and playing nicely.

In the console player.sae ZapLickFeet works also fine. Is there something I miss?

Posted

I'm so going to shave Fishburgers balls if we wont include this in SS  :P

 

Just in case you need a tutorial:

 

:P :P

 

Can't wait to see the crawling animation in action in SexSlaves 

Posted

 

 

 

 

Yes, in any case. Unless you don't mind changing your code in 2 or 3 weeks. Because by then I hope 6.0 is final, and this old syntax incompatible.

 

With the 6.0 Beta1 I will also release a Sexy Move 6.0 Beta, then you even have a working example. And an FNIS to test with.

 

 

Speaking of animations, I asked already in ZaZ topic, but perhaps you can help me:

I'm trying to play an animation ZapLickFeet from 6.07 via a script, but CreationKit cannot find it. Many other zbf animations are there and playing nicely.

In the console player.sae ZapLickFeet works also fine. Is there something I miss?

 

 

If you get it with console, but don't see it in the CK then I have only one scenario:

 

At the moment you have opened the CK you haven't had FNIS run yet. CK doesn't get updated when behaviors are re-created. Happens to me all the time.

So I'm reading through the FNIS 6.0 documentation. For the use case I've described I only want to replace the normal walk/run animations and the idle animation. So in the FNIS list file I just need to include these entries.

 

AAprefix mym

AAset _mtx 1

AAset _mtidle 1

 

Then I just rename all my animation files appropriately as specified with the prefix and they'll be recognized.

 

The scripting seems somewhat similar to before. FNIS.set_AACondition is replaced by FNIS_aa.SetAnimGroup which is nearly the same.

 

So for the absolute bare bones no error checking or good coding practice version, the code could work like this:

 

int MyModID = FNIS_aa.GetAAModID("mym", "MyMod")

int BaseID = FNIS_aa.GetGroupBaseValue(MyModID, FNIS_aa._mtx(), "MyMod")

FNIS_aa.SetAnimGroup(Game.GetPlayer(), "_mtx", BaseID , 0, "MyMod")

 

I hope I got all that right.

 

Not quite. If these are only the walk and run forward animations, then you have to change _mtx to _mt. 

 

If there are also the directional walk/runs, then you have to do the last 2 calls for _mt AND _mtx.

Posted

 

 

If you get it with console, but don't see it in the CK then I have only one scenario:

 

At the moment you have opened the CK you haven't had FNIS run yet. CK doesn't get updated when behaviors are re-created. Happens to me all the time.

 

 

Hm..

Closed CK

Ran GenerateFNISforUsers again

Opened CK

Still nothing. Console works perfectly

 

Update:

Checked again

ZaZanimationpack.esm doesn't contain the idle. Seems to be a weird issue with a 6.07 patch as the animation is new

Posted

 

 

 

No. That's the old, minimal system. Now FNIS suppports almost 500 animations, and an "arbitrary" number of mods. THat makes it a little more complicated.

 

See the FNIS_6.0_AlternateAnimations.txt for details and a scripting example.

 

But please: it's really important that you read the doc carefully. It's very easy to create an unnecessary high CPU load.

 

 

You mean, it's better to wait for a release of 6.0? :)

 

 

Yes, in any case. Unless you don't mind changing your code in 2 or 3 weeks. Because by then I hope 6.0 is final, and this old syntax incompatible.

 

With the 6.0 Beta1 I will also release a Sexy Move 6.0 Beta, then you even have a working example. And an FNIS to test with.

 

 

yay love you fore

 

Posted

 

 

 

If you get it with console, but don't see it in the CK then I have only one scenario:

 

At the moment you have opened the CK you haven't had FNIS run yet. CK doesn't get updated when behaviors are re-created. Happens to me all the time.

 

 

Hm..

Closed CK

Ran GenerateFNISforUsers again

Opened CK

Still nothing. Console works perfectly

 

Update:

Checked again

ZaZanimationpack.esm doesn't contain the idle. Seems to be a weird issue with a 6.07 patch as the animation is new

 

 

Wait. I thought you were talking about the AnimationEvent. Not about an idle.

 

I use AnimEvents only, unless idles are required. Like with furniture or idlemarkers. When you say sae in console you also send the AnimEvent.

 

So why do you look for an idle object in the CK? I don't know how you want to use it.

Posted

 

Wait. I thought you were talking about the AnimationEvent. Not about an idle.

 

I use AnimEvents only, unless idles are required. Like with furniture or idlemarkers. When you say sae in console you also send the AnimEvent.

 

So why do you look for an idle object in the CK? I don't know how you want to use it.

 

 

Actually I have no idea what I'm doing because the animation part is very new for me :)

 

I just want to play that given idle: ZapLickFeet on a player for couple of seconds, then reset to normal.

 

Posted

 

 

Wait. I thought you were talking about the AnimationEvent. Not about an idle.

 

I use AnimEvents only, unless idles are required. Like with furniture or idlemarkers. When you say sae in console you also send the AnimEvent.

 

So why do you look for an idle object in the CK? I don't know how you want to use it.

 

 

Actually I have no idea what I'm doing because the animation part is very new for me :)

 

I just want to play that given idle: ZapLickFeet on a player for couple of seconds, then reset to normal.

 

 

With the way that you use (as i may suggest), needed just not registered in CK.

1. Open your mod in CK, go "Gameplay -> Animations", expand "Actors\Character\Behaviors\0_Master.hkx" - >LOOSE. Click on LOOSE with right button, "Insert Child". In Anim Event choose needed as it named in FNIS_NNNN_List.txt, give ID name. And afterwards use this ID.

2. Use debug.SendAnimationEvent() function instead, it does not require CK registration.

 

Kind Regards

Posted

With the way that you use (as i may suggest), needed just not registered in CK.

 

 

1. Open your mod in CK, go "Gameplay -> Animations", expand "Actors\Character\Behaviors\0_Master.hkx" - >LOOSE. Click on LOOSE with right button, "Insert Child". In Anim Event choose needed as it named in FNIS_NNNN_List.txt, give ID name. And afterwards use this ID.

2. Use debug.SendAnimationEvent() function instead, it does not require CK registration.

 

Kind Regards

 

 

Much appreciated.

About SendAnimationEvent() I figured already out after fore's comment. The Debug-Namespace was just a bit confusing, but it does the trick exactly how I wanted it.

 

About registering animations - thanks anyway, it may come handy somewhere else.

Posted

FNIS 6.0 got released and I've been developing my original idea.

 

I've nearly finished a proof of concept. I have a ring that when equipped, changes your normal movement animations to the crawling animations, decreases your move speed, and disables your ability to jump, sprint, or fight.

 

I only have one snag in that I can't get the idle animation to change and I'm not sure why.

Posted

Hello Cocein i have a question.

The default animation sends a animation event on every footstep "FootLeft" and "FootRight". The problem is when i install this animation the animation events do not get send anymore. Do you think its possible to add them in to the animation some how?

Posted

Hello Cocein i have a question.

The default animation sends a animation event on every footstep "FootLeft" and "FootRight". The problem is when i install this animation the animation events do not get send anymore. Do you think its possible to add them in to the animation some how?

 

I really don't know how animation events work. I tried looking through the animation file for a normal run cycle for signs of FootLeft or FootRight or anything that might be defining footsteps, but couldn't find anything. Seems like it must be something defined by the creation kit, not the animation file. So I don't think replacing a default animation should affect the anim events.

 

If it does affect them, I've got no clue how.

Posted

FNIS 6.0 got released and I've been developing my original idea.

 

I've nearly finished a proof of concept. I have a ring that when equipped, changes your normal movement animations to the crawling animations, decreases your move speed, and disables your ability to jump, sprint, or fight.

 

I only have one snag in that I can't get the idle animation to change and I'm not sure why.

FNIS 6.0 is still beta. That is not "released". It's gonna be nice when it is released but Fore doesn't need everyone and his dog downloading it yet, only people who will note problems and report them in detail should try it out.

Posted

 

FNIS 6.0 got released and I've been developing my original idea.

 

I've nearly finished a proof of concept. I have a ring that when equipped, changes your normal movement animations to the crawling animations, decreases your move speed, and disables your ability to jump, sprint, or fight.

 

I only have one snag in that I can't get the idle animation to change and I'm not sure why.

FNIS 6.0 is still beta. That is not "released". It's gonna be nice when it is released but Fore doesn't need everyone and his dog downloading it yet, only people who will note problems and report them in detail should try it out.

 

 

Yeah, I don't plan on releasing my little mod any time soon. Just thought I'd let people know the concept seems sound and will probably end up coming out eventually. Just a conversation topic.

Posted

This is good news!  I liked the sneak-replacer crawl on all fours, but disliked how it seemed both sped-up and default to a crouch when not moving.  I ultimately disabled it, but I'd like to see it implemented better in the future. 

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