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How do I reset the positional adjustment to default (in script)?


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How do I reset the positional adjustment to the settings that are in the sslAnimationDefaults.psc script? I've tried everything (RESETS-by logic), but the settings do not change or there is zero values (except SOS-sizes). (I deleted AdjustmentProfile-Java File for the purity experiment..) I need script settings...

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Hi, TDA.

 

Do you want to change the "offsets" that are defined for each stage of the SexLab animation (front, sideways, rotation),

or the "race specific" adjustments a user may have been done?

 

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Hi, TDA.

 

Do you want to change the "offsets" that are defined for each stage of the SexLab animation (front, sideways, rotation),

or the "race specific" adjustments a user may have been done?

Hello !

 

First. Not "race specific" adjustments - I deleted this file

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First. Not "race specific" adjustments - I deleted this file

 

 

Soooooo, are you speaking about the values defined directly in the stages of the animation, aren't you?

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First. Not "race specific" adjustments - I deleted this file

 

 

Soooooo, are you speaking about the values defined directly in the stages of the animation, aren't you?

 

Yes, it does not reset to the values in the script ...

 

 

function (int id)

sslBaseAnimation Base = Create(id)

 

Base.Name = ""

 

Base.SetContent(Sexual)

 

int a1 = Base.AddPosition(Female, addCum=Oral)

Base.AddPositionStage(a1, "_A1_S1", 30 , sos = 8)

Base.AddPositionStage(a1, "_A1_S2", 30 , sos = 8)

Base.AddPositionStage(a1, "A1_S3", 30 , sos = 8)

Base.AddPositionStage(a1, "_A1_S4", 30 , sos = 8 , silent = true, openMouth = true)

 

int a2 = Base.AddPosition(Male) ; 

Base.AddPositionStage(a2, "_A2_S1", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S2", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S3", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S4", 0 , sos = 8)

 

distance==30 , rotation==0, sos 8 - right? but in game distance==0

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OK.

 

Couple of other questions then.

 

1) Which version of SexLab?

2) To you want to overwrite the values with something different?

3) In some way the values were manually altered and then you wish them to be reverted to the original Default settings?

 

Cheers.

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OK.

 

Couple of other questions then.

 

1) Which version of SexLab?

2) To you want to overwrite the values with something different?

3) In some way the values were manually altered and then you wish them to be reverted to the original Default settings?

 

Cheers.

1)1.59

2)Yes, not new

3)I want to read the new script settings (values) for specific animation,  but there is nothing changes, if not to delete a profile.

========

 (no name not an error, all  compilied OK)

 

function (int id)

sslBaseAnimation Base = Create(id)

 

Base.Name = ""

 

Base.SetContent(Sexual)

 

int a1 = Base.AddPosition(Female, addCum=Oral)

Base.AddPositionStage(a1, "_A1_S1", 30 , sos = 8)

Base.AddPositionStage(a1, "_A1_S2", 30 , sos = 8)

Base.AddPositionStage(a1, "_A1_S3", 30 , sos = 8)

Base.AddPositionStage(a1, "_A1_S4", 30 , sos = 8 , silent = true, openMouth = true)

 

int a2 = Base.AddPosition(Male) ;

Base.AddPositionStage(a2, "_A2_S1", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S2", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S3", 0 , sos = 8)

Base.AddPositionStage(a2, "_A2_S4", 0 , sos = 8)

 

 

 

distance==30 , rotation==0, sos 8 - right? but in game distance==0 for both actors

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OK, thanks for the extra info.

 

Let me re-cap:

 

1) You want to check a specific animation

2) You use a "SexLab Profile"

3.1) If the values of the profile are THE SAME of the ones in the base animation you want to remove the profile

3.2) If the values of the profile are DIFFERENT of the ones in the base animation you want to keep the profile

 

Correct?

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OK, thanks for the extra info.

 

Let me re-cap:

 

1) You want to check a specific animation

2) You use a "SexLab Profile"

3.1) If the values of the profile are THE SAME of the ones in the base animation you want to remove the profile

3.2) If the values of the profile are DIFFERENT of the ones in the base animation you want to keep the profile

 

Correct?

No ,generally,  profile, as I understand it, is created for a specific race, after adjustment.

 

But I do not understand how to reset (position values - distance , rotation etc.) to all races, to the parameters that are in the script.

Because I removed the racial profile (I physically removed it, it is not present on my computer.) And it should not affect the script configuration .

In short, I set up a specific scene (animation) within the script itself. 

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"Profile" is a set of parameter that is globally saved for SexLab.

Then there are the "Race specific adjustments" that can be saved every time you re-align one animation with the hot-keys.

 

Did you tried to just reset the animation registry to revert back to the original values?

 

Later I will check where the info are stored in SL 1.59c and I will let you know.

 

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"Profile" is a set of parameter that is globally saved for SexLab.

Then there are the "Race specific adjustments" that can be saved every time you re-align one animation with the hot-keys.

 

Did you tried to just reset the animation registry to revert back to the original values?

 

Later I will check where the info are stored in SL 1.59c and I will let you know.

I understood what was the matter ...

 

But it is strange that the settings are not specified the reference  distance, but only a relative ...

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; //Example animation to reset
sslBaseAnimation Anim = SexLab.GetAnimationByRegistry("ArrokBlowjob")

; //Init all positions offset array to an empty array
; //Empty array should be length of Stages * 4 (kOffsetEnd)
; //They are stored indivudally for actors, ever 4 index is a new stage
; //Set in order of [0]kForward, [1]kSideways, [2]kUpward, [1]kRotate
int count = Anim.StageCount * Anim.kOffsetEnd
int pos = Anim.ActorCount
while pos
	pos -= 1
	; //MUST create a new array for each actor, arrays are memory references,
	; //if you reuse array then editing one actors offsets with edit them all.
	; //This would be a good point to define new values in it first as well.
	Anim.OffsetsSave(pos, Utility.CreateFloatArray(count))
endwhile

; //Reset all user hotkey/editor performed adjustments.
string[] AdjustKeys = Anim.GetAdjustKeys()
if AdjustKeys
	int i = AdjustKeys.Length	
	while i
		i -= 1
		Anim.RestoreOffsets(AdjustKeys[i])
	endWhile
endIf

; //If you want to edit them later:
; //Editing first positions (0) offsets
float[] Offsets = Anim.OffsetsArray(0) 
Offsets[Anim.OffsetIndex(1, Anim.kForward)] = -10.0 ; //Set stage 1 forward to -10 
Offsets[Anim.OffsetIndex(3, Anim.kRotate)]  = 180.0 ; //Set stage 3 rotation to 180
; //OffsetIndex() is basically index = ((stage - 1) * 4) + forward/side/up/rot index
; //Save your changes for first positions (0) offsets
Anim.OffsetsSave(0, Offsets)

Should be mentioned however these are not "API approved."

 

All of the functions above, with the exception of GetAdjustKeys() and RestoreOffsets(), are all subject to change without warning between versions without any regards for backwards compatibility.

 

This won't be a perfect solution either since there's no way to redefine the CenterAdjust array, which is based off the positional data at the time of animation setup/save. So you may need to call Anim.Save(Anim.SlotID) after you make any changes as well, no idea how nice that'll play with some things though.

 

--

 

That said, If your goal is to fix/improve the default alignment for certain animations, it's better to just report the changes to me instead or submit them as a pull request on git.loverslab.com.

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; //Example animation to reset
sslBaseAnimation Anim = SexLab.GetAnimationByRegistry("ArrokBlowjob")

; //Init all positions offset array to an empty array
; //Empty array should be length of Stages * 4 (kOffsetEnd)
; //They are stored indivudally for actors, ever 4 index is a new stage
; //Set in order of [0]kForward, [1]kSideways, [2]kUpward, [1]kRotate
int count = Anim.StageCount * Anim.kOffsetEnd
int pos = Anim.ActorCount
while pos
	pos -= 1
	; //MUST create a new array for each actor, arrays are memory references,
	; //if you reuse array then editing one actors offsets with edit them all.
	; //This would be a good point to define new values in it first as well.
	Anim.OffsetsSave(pos, Utility.CreateFloatArray(count))
endwhile

; //Reset all user hotkey/editor performed adjustments.
string[] AdjustKeys = Anim.GetAdjustKeys()
if AdjustKeys
	int i = AdjustKeys.Length	
	while i
		i -= 1
		Anim.RestoreOffsets(AdjustKeys[i])
	endWhile
endIf

; //If you want to edit them later:
; //Editing first positions (0) offsets
float[] Offsets = Anim.OffsetsArray(0) 
Offsets[Anim.OffsetIndex(1, Anim.kForward)] = -10.0 ; //Set stage 1 forward to -10 
Offsets[Anim.OffsetIndex(3, Anim.kRotate)]  = 180.0 ; //Set stage 3 rotation to 180
; //OffsetIndex() is basically index = ((stage - 1) * 4) + forward/side/up/rot index
; //Save your changes for first positions (0) offsets
Anim.OffsetsSave(0, Offsets)

Should be mentioned however these are not "API approved."

 

All of the functions above, with the exception of GetAdjustKeys() and RestoreOffsets(), are all subject to change without warning between versions without any regards for backwards compatibility.

 

This won't be a perfect solution either since there's no way to redefine the CenterAdjust array, which is based off the positional data at the time of animation setup/save. So you may need to call Anim.Save(Anim.SlotID) after you make any changes as well, no idea how nice that'll play with some things though.

 

--

 

That said, If your goal is to fix/improve the default alignment for certain animations, it's better to just report the changes to me instead or submit them as a pull request on git.loverslab.com.

 

Thank you, I understand. The fact that this is inconvenient for editing  animations in 3D the program.  Because can not see the reference  dIstance.

Report you? In fact Im editing animations  in 3DS Max and script distance permanently - I need to see what I'm doing..

Well ...

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