bioaddict Posted May 26, 2017 Posted May 26, 2017 so i made a lesbian oraljob animation with 2 characters. animation location is chair_living i've been trying to make it into a WW animation package for the better part of a day. i've made a animation package and played it via andrew's pose player and it works.. its not in sync but atleast we know the animations are fine. this is what i'm trying to do now when i finally make the ww package and put it in the game.. my animation get's listed under ORALJOB.. and when try it.. 1; the two sims gets transported into position (ie; on living_chair.) 2;they get naked (fully as i intended in the XML file) 3;forced feet get's naked 4;nothing happens.. they stand there.. naked.. and other sims react as if they are having sex. this is what it looks like WHAT AM I DOING WRONG.. HELP. PLEASE.. PS: this is how my XML looks like.. IS THIS WRONG? i've followed the wicked whims tutorial .. i'm a novice so i hope you guys can suggest something. i'm sure it's some silly stupid thing i'm overlooking..
Guest Redabyss Posted May 27, 2017 Posted May 27, 2017 Try writing here as well: http://www.loverslab.com/topic/72023-the-general-wip-thread-for-animators/page-9 Anyway, everything seems pretty much right. Two possible ideas: 1) Have you copied the CLIP name correctly? It's usually this that screws up animations start up. 2) Try deleting animation next stages, since obviously these names should redirect to nothing. Also delete stage name.
R-Lo Posted May 27, 2017 Posted May 27, 2017 The part where n= should be the name of your package, not the same as the clip name bioaddict_ posepack blah,blah, set_1 Also, the field for animation length is used in seconds, You've used your clip duration, this means that your animation will play for 8 seconds before switching to the next, Try changing this to 60 Good luck!
TURBODRIVER Posted May 27, 2017 Posted May 27, 2017 Including the package would help to point out the issue. For me, it looks like you haven't included the animations itself with the package.
R-Lo Posted May 27, 2017 Posted May 27, 2017 Including the package would help to point out the issue. For me, it looks like you haven't included the animations itself with the package. Do you mean that the clip names that have been used could be from a blank or non existing Blend file? Maybe something overwritten?
bioaddict Posted May 28, 2017 Author Posted May 28, 2017 The part where n= should be the name of your package, not the same as the clip name bioaddict_ posepack blah,blah, set_1 Also, the field for animation length is used in seconds, You've used your clip duration, this means that your animation will play for 8 seconds before switching to the next, Try changing this to 60 Good luck! i just gave the package name from s4s created clip name without the _1, _2 part. i've been retrying this one package for 4 or 5 times.. it was getting messy in the naming department. i will try changing the duration to 60. thanks for answering.
bioaddict Posted May 28, 2017 Author Posted May 28, 2017 Including the package would help to point out the issue. For me, it looks like you haven't included the animations itself with the package. hey TURBODRIVER big fan thanks for answering this is the latest version of this package i've made.. (same animations) package xml
bioaddict Posted May 28, 2017 Author Posted May 28, 2017 Try writing here as well: http://www.loverslab.com/topic/72023-the-general-wip-thread-for-animators/page-9 Anyway, everything seems pretty much right. Two possible ideas: 1) Have you copied the CLIP name correctly? It's usually this that screws up animations start up. 2) Try deleting animation next stages, since obviously these names should redirect to nothing. Also delete stage name. thanks for answering.. and thanks for all the animations. i will try every suggestions posted here.. if it still doesn't work.. i'll post it over there
R-Lo Posted May 28, 2017 Posted May 28, 2017 If you look at the left side of the page, There is a red line that runs down the page, If this is broken, then your file won't work, The part with the clip names needs to be closed, When you copy/paste, try to make sure that the following <t> doesn't drop to the next line, if it does then backspace it into place, Also, in your package, send a pic of a highlighted STBL file to check the animation name
TURBODRIVER Posted May 29, 2017 Posted May 29, 2017 Everything looks to be somewhat right. Just put your package into an archive and include it here, it will be much easier to help.
bioaddict Posted May 31, 2017 Author Posted May 31, 2017 ok.. so i took all your suggestions and made a package. and this one was perfect to the best of my knowledge. and when i added it to the game the entire sim selection UI inside the game disappeared. which meant you couldn't select any sim to play as.. that was messed up.. how can a package file.. that is only used when wicked whims is used, cause this? and after deleting my .package game works fine.. this is nuts. i broke the game with my mod i've included my .blend and .package files. here: bioaddict.rar if anyone could make this work.. i'd be grateful
TURBODRIVER Posted June 1, 2017 Posted June 1, 2017 Your Instance ID values are wrong, they both have to match the name - http://imgur.com/g990nnE Don't leave the optional fields in the file, remove the lines - http://imgur.com/nTwwUKO The rest looks good to me, but I have not tested it.
R-Lo Posted June 1, 2017 Posted June 1, 2017 Your Instance ID values are wrong, they both have to match the name - http://imgur.com/g990nnE Don't leave the optional fields in the file, remove the lines - http://imgur.com/nTwwUKO The rest looks good to me, but I have not tested it. Hey Turbo, In my XML I've left the optional fields untouched and the default text is still there, Is running through the list and clearing them all something you would advise? Thanks!
TURBODRIVER Posted June 1, 2017 Posted June 1, 2017 Your Instance ID values are wrong, they both have to match the name - http://imgur.com/g990nnE Don't leave the optional fields in the file, remove the lines - http://imgur.com/nTwwUKO The rest looks good to me, but I have not tested it. Hey Turbo, In my XML I've left the optional fields untouched and the default text is still there, Is running through the list and clearing them all something you would advise? Thanks! If you left them untouched they won't do anything because the names don't match any existing animation. The lines showed above are single spaces which would be detected and actually make the selected animation loop infinitely.
R-Lo Posted June 1, 2017 Posted June 1, 2017 Your Instance ID values are wrong, they both have to match the name - http://imgur.com/g990nnE Don't leave the optional fields in the file, remove the lines - http://imgur.com/nTwwUKO The rest looks good to me, but I have not tested it. Hey Turbo, In my XML I've left the optional fields untouched and the default text is still there, Is running through the list and clearing them all something you would advise? Thanks! If you left them untouched they won't do anything because the names don't match any existing animation. The lines showed above are single spaces which would be detected and actually make the selected animation loop infinitely. I got you, thanks for that!
bioaddict Posted June 2, 2017 Author Posted June 2, 2017 sorry about the space thing.. those are me trying to debug the problem.. i tried once without space just the >< still didn't get any result. seems like i'm creating more problems than solutions. i've decided to leave the optional field untouched from now on. in your image you're saying the instance ID.. i guess it's the 0s we replace in the XML name. in your tutorial you said to replace the fnv 64 value as the name not the fnv 64 high bit. also i did what you suggested and still got the same error OH GOD WHY ME. also a doubt.. when i put the name in the xml.. should i use the name on the right or the left in the image?
R-Lo Posted June 2, 2017 Posted June 2, 2017 sorry about the space thing.. those are me trying to debug the problem.. i tried once without space just the >< still didn't get any result. seems like i'm creating more problems than solutions. i've decided to leave the optional field untouched from now on. in your image you're saying the instance ID.. i guess it's the 0s we replace in the XML name. in your tutorial you said to replace the fnv 64 value as the name not the fnv 64 high bit. fnvtut.png also i did what you suggested and still got the same error OH GOD WHY ME. done.png error.jpg also a doubt.. when i put the name in the xml.. should i use the name on the right or the left in the image? name.png It needs to be the bioaddict:posepack blabla set_1 for actor 0 Then the same but set_2 for actor 1, Currently you have only info for one actor in your XML? You need to have that paragraph twice, One set up for each actor
bioaddict Posted June 4, 2017 Author Posted June 4, 2017 sorry about the space thing.. those are me trying to debug the problem.. i tried once without space just the >< still didn't get any result. seems like i'm creating more problems than solutions. i've decided to leave the optional field untouched from now on. in your image you're saying the instance ID.. i guess it's the 0s we replace in the XML name. in your tutorial you said to replace the fnv 64 value as the name not the fnv 64 high bit. fnvtut.png also i did what you suggested and still got the same error OH GOD WHY ME. done.png error.jpg also a doubt.. when i put the name in the xml.. should i use the name on the right or the left in the image? name.png It needs to be the bioaddict:posepack blabla set_1 for actor 0 Then the same but set_2 for actor 1, Currently you have only info for one actor in your XML? You need to have that paragraph twice, One set up for each actor i swear i got both actors id 0 and id1 i just edited the actor 1 para out of the image.. the error, it's something else... can anyone confirm which fnv64 value should be used for renaming xml.
TURBODRIVER Posted June 5, 2017 Posted June 5, 2017 Have you updated the mod? Because old versions of the mod will not work with the new XML file. And the FNV values are fine either way, I just use the High Bit ones.
bioaddict Posted June 5, 2017 Author Posted June 5, 2017 EUREKA!! THE MOD WORKED AFTER UPDATING WW. THANK YOU TURBODRIVER it was a rookie mistake. i don't know why i never updated WW. Guess it worked fine for me from the beginning.. but not updating WW was obviously not the only mistake i made.. and thanks for everyone who responded to this post for taking the time and pointing out my mistakes. I will soon release my animations as gratitude..
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