Jump to content

The general WIP thread for animators.


Guest Redabyss

Recommended Posts

Posted
56 minutes ago, tpes said:

Hey

 <T> <!-- [START OF ANIMATION ENTRY] -->
      <T n="animation_raw_display_name">test</T> <!-- [REMOVE IF USING "animation_display_name" FIELD] -->
      <T n="animation_author">test</T>

      <T n="animation_locations">FLOOR</T>

      <T n="animation_category">TEASING</T>
      <T n="animation_loops">9</T>

      <T n="animation_allowed_for_random">1</T>

      <T n="animation_actors_list">

        <T> <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">0</T>
          <T n="animation_clip_name">test</T> <-- You need the animation posepack name from S4PE [ name:posepack_longhexadecimal ] as mine                                                                                                                                                                                                                            [ ArtistaDeBastardo:PosePack_201712212300018740_set_8 ]

          <T n="animation_type">TEASING</T>

          <T n="animation_genders">MALE</T>

          <T n="animation_naked_type">NONE</T>
          <T n="animation_force_nude_hands">0</T>
          <T n="animation_force_nude_feet">0</T>
          <T n="animation_allow_strapon">0</T>


          <T n="actor_interactions">
            <T>
              <T n="receiving_actor_id">1</T>
              <T n="receiving_actor_category">TEASING</T>
              <T n="receiving_actor_cum_layers">TEASING</T>
              <T n="receiving_actor_cum_inside">1</T>
            </T>
          </T>
        </T> <!-- [END OF ACTOR ENTRY] -->
      </T>

 

And is this is a two sim animation, you're missing the other actors animation also... I'm using the older version of the xml so I might be bit off but this is what I noticed... If it's only one sim just look for the correct animation clip name at it should fix it...

Posted
1 hour ago, HKo_83 said:

If it's only one sim just look for the correct animation clip name at it should fix it...

Thanks that was it, I knew it was something stupid I missed. Now I can give a shot at making something decent.

 

Thanks again.

  • 2 weeks later...
Posted
Hi.
There is an animation between both and ghost_both. If the option of ignoring occult races is enabled, it always works. When the option is disabled, the animation sometimes works, sometimes the following error message appears (or others under spoiler):
 
2019-05-09_024553_cr.jpg.235ab0831f577332dae111fc9c73fdf0.jpg
 
Spoiler

 

 


Other errors:

 

 

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed!
PzgzvQXyv2wTp91ISGk8MurBWtU/asketo FEMALE. GHOST_FEMALE. FEMALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! Xjq4bV9TnH5Guw6OGVEzUGHSOmA/asketo MALE. ALIEN_MALE. FEMALE. GHOST_FEMALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! PzgzvQXyv2wTp91ISGk8MurBWtU/asketo FEMALE. VAMPIRE_FEMALE. FEMALE. GHOST_FEMALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! PzgzvQXyv2wTp911SGk8MurIBMItU/asketo FEMALE. VAMPIRE_FEMALE, FEMALE. GHOST_FEMALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! PzgzvQXyv2wTp91ISGk8MurBWtU/asketo FEMALE. GHOST_FEMALE. MALE. ALIEN_MALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! PzgzvQXyv2wTp911SGk8MurBWtU/asketo FEMALE. VAMPIRE_FEMALE, FEMALE. GHOST_FEMALE

WICKEDWHIMS ERROR
Tried to assign actor on sex handler creation and failed! PzgzvQXyv2wTp911SGk8MurBWtU/asketo MALE. GHOST_MALE. FEMALE

 

 
XML Code:

 

Spoiler

 

    <T> <!-- [START OF ANIMATION ENTRY - Brainfuck] -->
      <T n="animation_raw_display_name">BrainFuck</T> <!-- [REMOVE IF USING "animation_display_name" FIELD] Raw Text for displayed animation name -->
      <T n="animation_author">asketo</T> <!-- Raw Text for displayed author name of this animation -->

      <T n="animation_locations">SOFA, CHAIR_LIVING, CHAIR_DINING, CHAIR_DESK</T> <!-- List of Location Categories for where this animation can be used at -->

      <T n="animation_category">ORALJOB</T> <!-- Sex Category of the animation (TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL, CLIMAX) -->
      <T n="animation_tags"></T> <!-- [REMOVE IF UNUSED] List of Sex Tags that give the animation context (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) -->
      <T n="animation_loops">1</T> <!-- Number of times the animation will play in a row -->

      <T n="animation_stage_name">BrainFuck</T> <!-- [REMOVE IF UNUSED] Unique stage name of this animation that is used to trigger this animation as the next stage -->
      <T n="animation_next_stages"></T> <!-- [REMOVE IF UNUSED] List of stage names that are used as next animation after this one ends -->

      <T n="animation_allowed_for_random">1</T> <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) -->

      <T n="animation_actors_list"> <!-- List of actors in this animation (add more for more actors, remove any that are not needed) -->

        <T> <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">0</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor -->
          <T n="animation_clip_name">asketo:PosePack_201903140234116249_set_7</T> <!-- Sim animation ClipName -->

          <T n="animation_type">ORALJOB</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) -->

          <T n="animation_genders">BOTH</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH) -->
          <T n="animation_pref_gender"></T> <!-- [REMOVE IF UNUSED] Preferred gender type of this actor if actor gender is set to BOTH (MALE, FEMALE, ALIEN_MALE, ALIEN_FEMALE, GHOST_MALE, GHOST_FEMALE, VAMPIRE_MALE, VAMPIRE_FEMALE) -->

          <T n="animation_naked_type">BOTTOM</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) -->
          <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) -->
          <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) -->
          <T n="animation_allow_strapon">0</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) -->

          <T n="animation_y_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->
          <T n="animation_facing_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor orientation in 360 degrees -->

          <T n="actor_interactions"> <!-- List of this actor interactions with other actors -->
            <T>
              <T n="receiving_actor_id">0</T> <!-- Numerical ID of receiving actor this actor is interacting with -->
              <T n="receiving_actor_category">ORALJOB</T> <!-- Sex Category of interaction this actor is performing on the receiving actor -->
              <T n="receiving_actor_cum_layers">DISABLED</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) -->
              <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) -->
            </T>
          </T>
        </T> <!-- [END OF ACTOR ENTRY] -->

        <T> <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">1</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor -->
          <T n="animation_clip_name">asketo:PosePack_201903140234116249_set_8</T> <!-- Sim animation ClipName -asketo:gen_chair_oraljob_brainfuck_2b_plusrev_2bg-->

          <T n="animation_type">ORALJOB</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) -->

          <T n="animation_genders">GHOST_BOTH</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH) -->
          <T n="animation_pref_gender"></T> <!-- [REMOVE IF UNUSED] Preferred gender type of this actor if actor gender is set to BOTH (MALE, FEMALE, ALIEN_MALE, ALIEN_FEMALE, GHOST_MALE, GHOST_FEMALE, VAMPIRE_MALE, VAMPIRE_FEMALE) -->

          <T n="animation_naked_type">ALL</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) -->
          <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) -->
          <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) -->
          <T n="animation_allow_strapon">1</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) -->

          <T n="animation_y_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->
          <T n="animation_facing_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor orientation in 360 degrees -->

          <T n="actor_interactions"> <!-- List of this actor interactions with other actors -->
            <T>
              <T n="receiving_actor_id">0</T> <!-- Numerical ID of receiving actor this actor is interacting with -->
              <T n="receiving_actor_category">ORALJOB</T> <!-- Sex Category of interaction this actor is performing on the receiving actor -->
              <T n="receiving_actor_cum_layers">FACE</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) -->
              <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) -->
            </T>
          </T>
        </T> <!-- [END OF ACTOR ENTRY] -->

      </T>

      <T n="animation_events_list"> <!-- List of events in this animation (add more for more events, remove any that are not needed) -->

        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">13</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">30</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_woohoo_intense_dizzy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->
       
        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">49</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">57</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_react_cry_heavy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->
       
        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">49</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">57</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_react_cry_heavy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->

        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">CUM</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">57</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="cum_layer_type">FACE</T> <!-- Cum Layer Type to apply on the Event Target (FACE, CHEST, BACK, VAGINA, BUTT, FEET) -->
        </T> <!-- [END OF EVENT ENTRY] -->

      </T>
    </T> <!-- [END OF ANIMATION ENTRY - Brainfuck] -->

 

    <T> <!-- [START OF ANIMATION ENTRY - Brainfuck(GhostReverse)] -->
      <T n="animation_raw_display_name">BrainFuck(Ghost Reverse)</T> <!-- [REMOVE IF USING "animation_display_name" FIELD] Raw Text for displayed animation name -->
      <T n="animation_author">asketo</T> <!-- Raw Text for displayed author name of this animation -->

      <T n="animation_locations">SOFA, CHAIR_LIVING, CHAIR_DINING, CHAIR_DESK</T> <!-- List of Location Categories for where this animation can be used at -->

      <T n="animation_category">ORALJOB</T> <!-- Sex Category of the animation (TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL, CLIMAX) -->
      <T n="animation_tags"></T> <!-- [REMOVE IF UNUSED] List of Sex Tags that give the animation context (PLEASE FOLLOW THE GUIDELINES FOR ADDING TAGS) -->
      <T n="animation_loops">1</T> <!-- Number of times the animation will play in a row -->

      <T n="animation_stage_name">Brainfuck(GhostReverse)</T> <!-- [REMOVE IF UNUSED] Unique stage name of this animation that is used to trigger this animation as the next stage -->
      <T n="animation_next_stages"></T> <!-- [REMOVE IF UNUSED] List of stage names that are used as next animation after this one ends -->

      <T n="animation_allowed_for_random">1</T> <!-- Flag to disallow animation from being randomly picked in sex (0=Disallow, 1=Allow) -->

      <T n="animation_actors_list"> <!-- List of actors in this animation (add more for more actors, remove any that are not needed) -->

        <T> <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">0</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor -->
          <T n="animation_clip_name">asketo:PosePack_201903140234116249_set_7</T> <!-- Sim animation ClipName -->

          <T n="animation_type">ORALJOB</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) -->

          <T n="animation_genders">GHOST_BOTH</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH) -->
          <T n="animation_pref_gender"></T> <!-- [REMOVE IF UNUSED] Preferred gender type of this actor if actor gender is set to BOTH (MALE, FEMALE, ALIEN_MALE, ALIEN_FEMALE, GHOST_MALE, GHOST_FEMALE, VAMPIRE_MALE, VAMPIRE_FEMALE) -->

          <T n="animation_naked_type">BOTTOM</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) -->
          <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) -->
          <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) -->
          <T n="animation_allow_strapon">0</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) -->

          <T n="animation_y_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->
          <T n="animation_facing_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor orientation in 360 degrees -->

          <T n="actor_interactions"> <!-- List of this actor interactions with other actors -->
            <T>
              <T n="receiving_actor_id">0</T> <!-- Numerical ID of receiving actor this actor is interacting with -->
              <T n="receiving_actor_category">ORALJOB</T> <!-- Sex Category of interaction this actor is performing on the receiving actor -->
              <T n="receiving_actor_cum_layers">DISABLED</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) -->
              <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) -->
            </T>
          </T>
        </T> <!-- [END OF ACTOR ENTRY] -->

        <T> <!-- [START OF ACTOR ENTRY] -->
          <T n="actor_id">1</T> <!-- Numerical ID that represents this actor, should be 0 if this is the first actor -->
          <T n="animation_clip_name">asketo:PosePack_201903140234116249_set_8</T> <!-- Sim animation ClipName -->

          <T n="animation_type">ORALJOB</T> <!-- Sex Category of interaction this actor is performing (NONE, TEASING, HANDJOB, FOOTJOB, ORALJOB, VAGINAL, ANAL) -->

          <T n="animation_genders">BOTH</T> <!-- Gender Type of this actor (MALE, FEMALE, BOTH, ALIEN_MALE, ALIEN_FEMALE, ALIEN_BOTH, GHOST_MALE, GHOST_FEMALE, GHOST_BOTH, VAMPIRE_MALE, VAMPIRE_FEMALE, VAMPIRE_BOTH) -->
          <T n="animation_pref_gender"></T> <!-- [REMOVE IF UNUSED] Preferred gender type of this actor if actor gender is set to BOTH (MALE, FEMALE, ALIEN_MALE, ALIEN_FEMALE, GHOST_MALE, GHOST_FEMALE, VAMPIRE_MALE, VAMPIRE_FEMALE) -->

          <T n="animation_naked_type">ALL</T> <!-- Naked Type this actor will undress to when performing (NONE, TOP, BOTTOM, ALL, FORCE_ALL) -->
          <T n="animation_force_nude_hands">0</T> <!-- Flag to force undress gloves if needed (0=Ignore, 1=Force) -->
          <T n="animation_force_nude_feet">0</T> <!-- Flag to force undress shoes if needed (0=Ignore, 1=Force) -->
          <T n="animation_allow_strapon">1</T> <!-- Flag to allow equipment of strapon even if this position is not designed for males (0=Disallow, 1=Allow) -->

          <T n="animation_y_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor position in y axis -->
          <T n="animation_facing_offset">0</T> <!-- [REMOVE IF UNUSED] Offset of actor orientation in 360 degrees -->

          <T n="actor_interactions"> <!-- List of this actor interactions with other actors -->
            <T>
              <T n="receiving_actor_id">0</T> <!-- Numerical ID of receiving actor this actor is interacting with -->
              <T n="receiving_actor_category">ORALJOB</T> <!-- Sex Category of interaction this actor is performing on the receiving actor -->
              <T n="receiving_actor_cum_layers">FACE</T> <!-- List of Cum Layer Types to apply on the receiving actor (DISABLED, FACE, CHEST, BACK, VAGINA, BUTT, FEET, NONE) -->
              <T n="receiving_actor_cum_inside">0</T> <!-- Flag to define if cum goes inside or outside the receiving actor (0=Outside, 1=Inside) -->
            </T>
          </T>
        </T> <!-- [END OF ACTOR ENTRY] -->

      </T>

      <T n="animation_events_list"> <!-- List of events in this animation (add more for more events, remove any that are not needed) -->

        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">13</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">30</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_woohoo_intense_dizzy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->
       
        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">49</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">57</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_react_cry_heavy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->
       
        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">EFFECT</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">49</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_end_timecode">57</T> <!-- Decimal Number in animation duration of when this event stops (use high number, like 999, to avoid stopping the event) -->

          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="effect_name">s40_sim_react_cry_heavy</T> <!-- Effect Name that will be displayed -->
          <T n="effect_joint_name">b__Head__</T> <!-- Bone Joint Name from the Event Target used for the position of the effect -->

        </T> <!-- [END OF EVENT ENTRY] -->

        <T> <!-- [START OF EVENT ENTRY] -->
          <T n="event_type">CUM</T> <!-- Event Type that defines the behavior of this event (EFFECT, CUM) -->
          <T n="event_start_timecode">57</T> <!-- Decimal Number in animation duration of when this event triggers -->
          <T n="event_target">a0</T> <!-- Event Target that represents actor Numerical ID or the object used for sex ('a0' is Actor ID 0, 'o' is the object used for sex, 'p0' is Prop ID 0) -->
          <T n="cum_layer_type">FACE</T> <!-- Cum Layer Type to apply on the Event Target (FACE, CHEST, BACK, VAGINA, BUTT, FEET) -->
        </T> <!-- [END OF EVENT ENTRY] -->

      </T>
    </T> <!-- [END OF ANIMATION ENTRY - Brainfuck(GhostReverse)] -->

 

 

 

Sorry for my english.

Thanks.

 

S4_7DF2169C_00000000_138F457053BC0C6D%%+_XML.xml WW_asketo_Animations.package

Posted

Just out from the blue I was struck by an idea ( felt like a lightning thou ), would it be possible to use the same effect as some of you uses on cum-shot from penis... to lactating from breasts???

That would be coool!!! for Oppai lovers...

 

thou, making the cum layer for the receiving actor wouldn't work as well, but that's another discussion... 

 

I'm using too old xml for the test and I haven't checked how to actually make the effect into animations, so... if any of you have time and interest to test I think there would be some who would appreciate the effort...

 

( I'm still having inner battle on if I'd update some animations into existing xml, or start to use the new with the effect enabled... )

Posted

 

56 minutes ago, HKo_83 said:

Just out from the blue I was struck by an idea ( felt like a lightning thou ), would it be possible to use the same effect as some of you uses on cum-shot from penis... to lactating from breasts???

Hko_83 you can try to bind effect to "b__L_breastTarget_slot" or "b__CAS_L_Breast__" for left side, and "b__R_breastTarget_slot" or "b__CAS_R_Breast__" for right side. I think, this will work with breast.

Posted
1 hour ago, HKo_83 said:

Just out from the blue I was struck by an idea ( felt like a lightning thou ), would it be possible to use the same effect as some of you uses on cum-shot from penis... to lactating from breasts???

That would be coool!!! for Oppai lovers...

 

thou, making the cum layer for the receiving actor wouldn't work as well, but that's another discussion... 

 

I'm using too old xml for the test and I haven't checked how to actually make the effect into animations, so... if any of you have time and interest to test I think there would be some who would appreciate the effort...

 

( I'm still having inner battle on if I'd update some animations into existing xml, or start to use the new with the effect enabled... )

Yeah that would work in theory providing the bones in the breasts are pointing outwards and not inwards or up/down, 

It's seems to be directed by the bones and can be aimed a little, 

It's not so bad to use the penis bones and bend them for a female squirt as the penis is not present but the breast bones are not based at the nipples so it's likely that the effects will come from higher up the chest, 

 

 

You can try another thing if breast bones are not good enough, you can maybe try having the effect come from a finger as the nipple is squeezed, it'll be tricky to direct the effect from the breast without deforming the chest area but fingers can have more freedom of placement 

 

Doing effects is quite simple and not a whole heap different from adding vocal/sound events, the tricky part is locating the ideal effect(s) 

Just that we add it to the xml and not s4pe 

 

I also use the old xml it's more than ok to copy in lines from a more recent one, 

It's pretty flexible and can be easily added to, like you can simply copy/paste a single line into an existing animation if you need to add an object animated clip or disable for random etc

You just gotta keep an eye on the > < to ensure things are properly closed, 

Also on the far left of the page you'll see a red line that travels down the page to your selected line, 

If your line can run from top to bottom its a readable document but if it has a gap then something isn't closed correctly, 

 

 

If you download the most recent xml template you can copy/paste it onto your existing one, 

I tend to work on the old one unless there's a specific feature that needs to be added

I have probably one of the most disorganised documents you've ever seen! ?

Posted

 

Spoiler
5 hours ago, asketo said:

 

Hko_83 you can try to bind effect to "b__L_breastTarget_slot" or "b__CAS_L_Breast__" for left side, and "b__R_breastTarget_slot" or "b__CAS_R_Breast__" for right side. I think, this will work with breast.

4 hours ago, R-Lo said:

Yeah that would work in theory providing the bones in the breasts are pointing outwards and not inwards or up/down, 

It's seems to be directed by the bones and can be aimed a little, 

It's not so bad to use the penis bones and bend them for a female squirt as the penis is not present but the breast bones are not based at the nipples so it's likely that the effects will come from higher up the chest, 

 

 

You can try another thing if breast bones are not good enough, you can maybe try having the effect come from a finger as the nipple is squeezed, it'll be tricky to direct the effect from the breast without deforming the chest area but fingers can have more freedom of placement 

 

Doing effects is quite simple and not a whole heap different from adding vocal/sound events, the tricky part is locating the ideal effect(s) 

Just that we add it to the xml and not s4pe 

 

I also use the old xml it's more than ok to copy in lines from a more recent one, 

It's pretty flexible and can be easily added to, like you can simply copy/paste a single line into an existing animation if you need to add an object animated clip or disable for random etc

You just gotta keep an eye on the > < to ensure things are properly closed, 

Also on the far left of the page you'll see a red line that travels down the page to your selected line, 

If your line can run from top to bottom its a readable document but if it has a gap then something isn't closed correctly, 

 

 

If you download the most recent xml template you can copy/paste it onto your existing one, 

I tend to work on the old one unless there's a specific feature that needs to be added

I have probably one of the most disorganised documents you've ever seen! ?

 

Thanks Both!

 

Will probably take few months 'till I got time to tweak with this, but the finger tip idea was good! ...Where am I supposed to see in what directions the bones are pointing? or is this again something to do with IK and/ or constrains stuff?! (tried once to figure it out, but failed...)

 

OK, so that's good to know that old and new xml's are mix and mash, I knew I can take excessive lines out, but didn't know I can add something that was never made for this version...

 

Thanks again!! 

Posted
1 hour ago, HKo_83 said:

 

  Reveal hidden contents

Thanks Both!

 

Will probably take few months 'till I got time to tweak with this, but the finger tip idea was good! ...Where am I supposed to see in what directions the bones are pointing? or is this again something to do with IK and/ or constrains stuff?! (tried once to figure it out, but failed...)

 

OK, so that's good to know that old and new xml's are mix and mash, I knew I can take excessive lines out, but didn't know I can add something that was never made for this version...

 

Thanks again!! 

 

Your welcome! 

If you get stuck anywhere then I'm happy to help! 

As I say the xml is flexible and not as fragile as it seems, 

In some cases where fx is concerned and adding to an old animation, I've deleted that portion and pasted the newer one but its also easy to add lines when you get used to it, 

To know where to place it, I just check out the order on the template first and paste into the list, 

 

It's ok if some animations are using STBL or raw text names in same package too, 

When you see all various "packs" some create, it's not for any technical restrictions and purely for release schemes, 

 

 

As for the bones, I think they all generally point forward as far as I've seen, and the effect wiil follow the movement, 

For my female squirt animation I've used the penis base bone,

 

For this I used the hand and its a campfire I think and you can see how it's directed

insta.gif

 

It's pretty much trial and error to find the right effect for the job and how it's placed etc but you can use the Effect Player mod to quickly test a bunch in game and take a note of the ones that might work out, 

Doesn't hurt to take a look at others xml to see which effect they've used or just ask! 

Posted

Hello!

 

I'm working on my first animations (first piece of CC ever!) and I had a few questions, so if anyone could point me in the right direction, or a tutorial, I would greatly appreciate it :)

 

1. Is there any way in blender to keep feet from going into the floor? Or at least make the floor more visible/solid colored? I have a hard time seeing the floor in blender, possibly due to my screen filter.

 

2. When I created the animation, I had imported the object in blender, but when I finished the animation and tested it in game, the actors were not in the correct proximity to the object. I tried using the variable "animation_facing_offset" in the Wicked Whims XML but while it moves one of the actors, it would need more fiddling to get into the exact position. Any tips?

 

3. In connection with question 2, one of the actors is supposed to start away from the object and walk towards it, however instead he starts in the center of the object and walks away from it, thus making the actors disconnected for the animation. How do I fix this?

 

4. If I add a prop, does it automatically stick to the hand? Do I need to make a separate animation for the prop? It is supposed to appear in the actors hand as she picks it up from a box, then she drops it.

 

5. I've seen some animations where the sex initiation object moves during the animation (bed pillows etc.) how do I do that? Also I'm not sure if the object has bones...

 

6. Can I make the actor equip a CAS item (such as a hat) during the animation? How?

 

Sorry for so many questions, even though it isn't perfect yet, seeing something I created actually be in the game for the first time was so exciting that I want to make it as good as possible.

Posted

1. I personally create a simple plane mesh to recreate a temporary floor.

2. If you create animations using furniture, make sure your 3D cursor is centered when you import the object. Then don't move the furniture, use it as reference point for your actors.

3. Probably the same solution as 2.

4. I haven't used props so I can't answer that.

5. Most furniture objects have bones, not all of them are useful for animating though.

6. Same as 4, sorry.

  • 2 weeks later...
Posted

There's 2 ways to go about this.

You can simply add the object to blender and animate your actors around it. In that case you just need to specify the location in the animation_location tag of the XML.

Or you can also animate the furniture they're interacting with, in that case you also need to export the animation of the furniture and add it to the animation in the XML at the object_animation_clip_name tag.

Check the official XML guide for more infos

Posted

The XML is a kind of textfile in which you specifiy which actor uses which animation. At the top of the WW tutorial on tumblr is a commented xml template for your animations.

Also according to the tutorial you need to export the CLIPs and CLPHDs into a new package, that's also where you put your xml.

For the teasing animation, you can create it in stages, start stage one clothed and only remove clothes once you reach the stage where the action starts.

Posted

That's an optional step, or at least, I never did that. As far as I know this is just meant to help organize your animations within your package.

If your animation doesn't show up, you probably have a syntax error in your xml.

You can test it with this online xml verifier. If you find errors, fix them and retest until the file is clean.

 

Posted
4 hours ago, josephwastaken said:

I checked the xml with the online verifier and it said something needs to be a different tag at the bottom like </t> or something...

That's a syntax error all xml tags need to be properly closed. Like this <tag>somestuff</tag>. The message is telling you that a <t> tag is not properly closed.

 

Now for the contents of the xml.

5 hours ago, josephwastaken said:

I'm confused about what the STBL file is and where I would get that information....?

> 4.4.1. Variable 'animation_display_name’ is the hexadecimal hash id from an STBL file that represents the name of your animation.

This method is not used anymore so delete the whole line if you don’t know how to use it.

> 4.4.2. Variable 'animation_raw_display_name’ is a raw text that represents the name of your animation. You should be using either 'animation_display_name’ or this variable to name your animation.

So like I could write FFM Bed Tease or something to that effect?

As the tutorial says, animation_display_name is depricated, delete the line and just use animation_raw_display_name and name it whatever you want.

The STBL file is not needed.
 

object_animation_clip_name and animation_clip_name, those are the names of the animations clips.

It should be something like bearlyalive:PosePack_201901041202019688_set_26.

You can find that name in the S4S in the clip properties or in S4PE when you click on the clip and scroll down to clip_name.

Also you specify an object animation at object_animation_clip_name but there are only 3 clips in your package. if you want to animate furniture in your animation you'll need to import that clip as well.

For the actor animations, as far as I know you'll have to create an individual interaction for each actor instead of using a comma to separate their IDs.

 

Like this:

<T n="actor_interactions">
	<T>
		<T n="receiving_actor_id">0</T>
		<T n="receiving_actor_category">ORALJOB</T>
		<T n="receiving_actor_cum_layers">DISABLED</T>
		<T n="receiving_actor_cum_inside">0</T>
	</T>
	<T>
		<T n="receiving_actor_id">1</T>
		<T n="receiving_actor_category">ORALJOB</T>
		<T n="receiving_actor_cum_layers">FACE</T>
		<T n="receiving_actor_cum_inside">0</T>
	</T>
</T>

 

Posted

Would you mind If I take a few screenshots of your animation and .blend and create a tutorial how to fix it?

I can't tell you what went wrong but I know how it can be fixed, but you're probably not the only one who's going to stumble over that.

 

Edit:

I just realized, my fix is probably overkill, since you're using FK rigs. but it would still be useful.

Posted

Alright, the tutorial is done, I added it to the pet IK rig file. Just click the link I posted earlier or the one in my signature.

Unfortunately I can't help you with events, I haven't bothered integrating them into my animations so I've got no experience.

Posted

You just need to import the new clips into your existing .package and add the animation in the xml file. No need to redo the steps with the modding toolbox.

 

Edit:

Or just export the xml of another creator animation and look how they did it.

Posted

Hello everybody, 

 

I managed to create animations and have it available in the game but somehow i made a mistake in baking the animation. The animation in the game only show clipped parts and stay like that till the end. I checked my XML is correct and everything else is fine, so the blender is the problem

 

If someone would show me on how to bake the animation, then i'll be grateful

 

Here is my blend fileFemale_Dagger's_Rig(boobphys).TEST 3.blend

Posted

Made object/device: ModernRack.package

1_zz.jpg.6c817e3a602200101c7204eaacfc52bc.jpg

Made animation for it:

Spoiler

All works. But there are still a few questions:
1. How to add more working bones to the object?
2. Vertices: 5255 Polygons: 5552 okay? or is it better to reduce them?
3. How to change WW Category from Single_Bed to None?

2_zz.jpg.6a468befb8e187e9887e4aa5dcfdea3d.jpg

 

Thanks for attention.

Posted
9 hours ago, asketo said:

Made object/device: ModernRack.package

1_zz.jpg.6c817e3a602200101c7204eaacfc52bc.jpg

Made animation for it:

  Reveal hidden contents

All works. But there are still a few questions:
1. How to add more working bones to the object?
2. Vertices: 5255 Polygons: 5552 okay? or is it better to reduce them?
3. How to change WW Category from Single_Bed to None?

2_zz.jpg.6a468befb8e187e9887e4aa5dcfdea3d.jpg

 

Thanks for attention.

Nice, always room for more bondage equipment:D  I'm sure someone with way more experience will step in and help, but I'm pretty sure you can use sims4studio to change the category, I've done it with other cc. As for the other questions I'm curious to find out as well.

Posted
9 hours ago, bobahloo said:

Nice, always room for more bondage equipment:D  I'm sure someone with way more experience will step in and help, but I'm pretty sure you can use sims4studio to change the category, I've done it with other cc. As for the other questions I'm curious to find out as well.

 

9 hours ago, PG-13 said:
Impressive. Now I can try to make a real torture machine - the Swedish wall bars :). Huge thanks.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...