Halstrom Posted August 2, 2018 Posted August 2, 2018 26 minutes ago, dagobaking said: Are the graphics consistently this good though? Or is it like a bunch of minecraft looking characters and this lady shows up? I think I just need to see it to get it. Right now, I'm not sure what I would want to do. Interacting with other people through it isn't really a draw for me. So, I would be looking for some other aspect of interest. It depends where you are in SL, and its not so bad as Minecraft characters but you can spot the noobs and throwaway accounts pretty easy. Its pretty easy to look fantastic from a distance but close up will always show a few issues. My Avatars probably not far above average quality I'd say. The Avatars are usually a lot better than the landscapes Spoiler
Halstrom Posted August 2, 2018 Posted August 2, 2018 So is this the correct way to get the actors involved? I've haven't used arrays since Commodore64 days so don't know what I'm doing Event AAF:AAF_API.OnAnimationStart(AAF:AAF_API akSender, Var[] akArgs) Debug.Notification("AAF OnAnimationStart Event Heard!") ; The status: int status = akArgs[0] as int ; The Actors involved: Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] ; The Position playing: String position = akArgs[2] as String ; The tags defined for this Position (if any): String[] tags = Utility.VarToVarArray(akArgs[3]) as Actor[] Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor Actor Actor2 = akArgs[2] as Actor Actor Actor3 = akArgs[3] as Actor And Tags are they setup so I could tell the difference between receiving sex/semen oraly or vaginally? Is there a list of Tags somewhere from different animation authors? I also need to know how to define AAF:AAF_API as it says its undefined
Khaahan Posted August 2, 2018 Posted August 2, 2018 2 hours ago, dagobaking said: This does not write to the XML. It only changes the setting for that game-load. The purpose of the function is to allow someone else to make an MCM menu that would save the settings separately and apply them on each re-load. You could use some other way to change settings other than MCM as well. That is pretty impressive. Can't say that the other SL screenshots I've seen looked that good. Though, it looks like the image is boosted a little by using filters. Are the graphics consistently this good though? Or is it like a bunch of minecraft looking characters and this lady shows up? I think I just need to see it to get it. Right now, I'm not sure what I would want to do. Interacting with other people through it isn't really a draw for me. So, I would be looking for some other aspect of interest. 1 hour ago, Halstrom said: It depends where you are in SL, and its not so bad as Minecraft characters but you can spot the noobs and throwaway accounts pretty easy. Its pretty easy to look fantastic from a distance but close up will always show a few issues. My Avatars probably not far above average quality I'd say. The Avatars are usually a lot better than the landscapes Reveal hidden contents Dago, I would answer with another question... "Ain't FO4 boosted when we use ENBs!?? I dunno if has been retouched in-world or externally but that would even be possible in-world by using an object/device called HUD, whose definition can't be better than this you can find online: {"A heads-up display is a two-dimensional user interface element that controls inworld elements, such as your avatar or animations. A HUD typically consists of a control panel with buttons that do certain things; you activate it by "wearing" it as you would an article of clothing."} They come in various types, all created by the users, and some of them allow to do what an ENB interface allows us to do in Fallout4/Skyrim. In other words... that doesn't take anything away from the quality of the body meshes and the skin textures... if you boost the look of a bad texture you won't ever have that same result a top-notch quality skin gives. We have to consider this: Second Life is, as stated by its own creators, is a virtual world created for the people by the people. That's why I call it a creative platform. Quality, as I wrote earlier, depends all on the effort you put into creating the surroundings and your avatar itself. you've got your freedom to any level. So it happens that some landscapes are top-notch quality, some others are poorly made. A lot of stuff is also very old... you can go around and end up into very old lands with the very old buildings, furniture and textures which make everything look plain, with nothing outstanding. Some of these places are still made like they were 10 years ago when everything was made by basic shapes editable in game, with textures made to get loaded when internet connections weren't the ones we have today. Since then we've got "sculpts"... shapes made externally which were low poly models with . Then we've got meshes... and that's been the beginning of the {r}evolution. Just to keep it simple... looking at Second Life we can imagine Fallout a mix of ocean and flat land with nothing in it, where modders are gods, have total freedom: they can model the flat land to make mountains, valleys, rivers, we can grow grass, trees, decide the quality of the terrain... everything is a giant empty open world where is all up to the mods we do create. The quality is all up to us. We've been given the canvas... is up to us the picture we wanna paint. Going back to the real subject of this thread... AAF... what I really would like to see in FO4 thanks to AAF are the animations packs. My favorite maker [RNP] has 1530 items, in her own online marketplace... almost all ot them male/female and a bunch of solo animations, half of them are adult animations 24 bundles {engines} with 15 up to over 30 couple animations and, recently even 3some animations, for every human activity... from just sitting and drinking to any sexual style and type of furniture... and I named just one single maker... because if we give a look at the whole Animations section of the Second Life Online Marketplace we have these spoiled numbers: Spoiler Animations Animation Bundles 1403 Animation Override 3206 Combat Animations 527 Couples Animations 9602 Dancing Animations 9547 Emotive Animations 820 Erotic Animations 7948 Gestures 60502 Misc. Animations 5775 Posing Animations 66784 Sitting and Lying Anims 4062 Walking Animations 690 Numbers per Price L$0 – L$10 22993 L$11 – L$100 111873 L$101 – L$500 43551 L$501 – L$1,000 4642 L$1,001 – L$5,000 2820 Over L$5,000 328 Are numbers coming from 15 years of SL animations... 80-90% of those are outdated or awful, not worthy pennies and definitely not time, outclassed by those I've mentioned. I leave you to all the considerations of the case. I just hope this was inspirational for all the animation makers in Fallout 4, for AAF, and why not... even for Skyrim as well. Cheers!
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 2 hours ago, Halstrom said: So is this the correct way to get the actors involved? I've haven't used arrays since Commodore64 days so don't know what I'm doing Event AAF:AAF_API.OnAnimationStart(AAF:AAF_API akSender, Var[] akArgs) Debug.Notification("AAF OnAnimationStart Event Heard!") ; The status: int status = akArgs[0] as int ; The Actors involved: Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] ; The Position playing: String position = akArgs[2] as String ; The tags defined for this Position (if any): String[] tags = Utility.VarToVarArray(akArgs[3]) as Actor[] Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor Actor Actor2 = akArgs[2] as Actor Actor Actor3 = akArgs[3] as Actor And Tags are they setup so I could tell the difference between receiving sex/semen oraly or vaginally? Is there a list of Tags somewhere from different animation authors? I also need to know how to define AAF:AAF_API as it says its undefined That is an event that can be listened for when an animation is started. Starting it (and designating actors) is done with QuickScene or StartSceneByPosition. Tags, yes. Those are defined in the animation packs. And they can be any words that you want. Then other mods can look at those words and react any way they want. You can populate AAF_API like this: AAF:AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API The API is currently just the initial functions I needed to do basic tests and a few changes requested by mod authors. I am in a state with the project where I want mod authors to use AAF and let me know what new functions they need to fill it out more. There is a lot of functionality in AAF that isn't quite accessible through the API yet for this reason. Some of it you can test/see through the wizard. But, ultimately, I'd like to see these things triggered from other mods instead. I just don't know for certain what the preferred form of API will be. 51 minutes ago, Khaahan said: Going back to the real subject of this thread... AAF... what I really would like to see in FO4 thanks to AAF are the animations packs. Definitely a big part of it. In short time I think there is a pretty good start. The other side of it are mods that make use of the animations through the framework. The "next gen" thing I would like to see from the effort is animations being more integrated into gameplay. Not just a slideshow that happens to be in a video game. But, something you have to work for or something that unfolds and is revealed through animations, etc. I think that I need to take AAF a few more steps forward to fully accommodate that. But, it's getting closer. Also, if the technology Bethesda uses allows, I would like to transport the code to new games as they are released. Maybe it can be put into Starfield?! 1
Halstrom Posted August 2, 2018 Posted August 2, 2018 36 minutes ago, dagobaking said: That is an event that can be listened for when an animation is started. Starting it (and designating actors) is done with QuickScene or StartSceneByPosition. Cool, but am I pulling the right array variables to get the actors involved? I'm just copying the Fourplay script. Also any idea where I find the FourPlayProxy.esp?
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 5 minutes ago, Halstrom said: Cool, but am I pulling the right array variables to get the actors involved? I'm just copying the Fourplay script. No. That isn't quite right. The actors are in one of those elements and, in your example, are already unpacked to the "actors" array. ; Unpack the actors which are in akArgs[1] and populate the new array "actors" with them Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] Actor Actor0 = actors[0] Actor Actor1 = actors[1] Actor Actor2 = actors[2] Actor Actor3 = actors[3] 5 minutes ago, Halstrom said: Also any idea where I find the FourPlayProxy.esp? It's an option to install as part of this: https://www.loverslab.com/topic/101364-aaf-compatibility-patches-06182018/ 1
Halstrom Posted August 2, 2018 Posted August 2, 2018 36 minutes ago, dagobaking said: No. That isn't quite right. The actors are in one of those elements and, in your example, are already unpacked to the "actors" array. ; Unpack the actors which are in akArgs[1] and populate the new array "actors" with them Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] Actor Actor0 = actors[0] Actor Actor1 = actors[1] Actor Actor2 = actors[2] Actor Actor3 = actors[3] It's an option to install as part of this: https://www.loverslab.com/topic/101364-aaf-compatibility-patches-06182018/ Cool, now I'm getting it and also you have a typo in the Wiki: "String[] tags = Utility.VarToVarArray(akArgs[3]) as Actor[]" should be "as String" So looking at the XML files it seems there is no current way to define positions for cum destination purposes So do we need Animation authors to add tags like: PenisToVagina PenisToMouth PenisToAnus VaginaToPenis MouthToPenis AnusToPenis VaginaToVagina MouthToMouth PenisToPenis AnusToAnus Or do I have to read the position names and have a table of all the possible animations in my mod working out where semen is getting deposited to? Of course this may get messy where some animations like doggy could be either PenisToVagina or PenisToAnal maybe the animations need to be duplicated and named differently so Preferences for Anal/Vaginal could be considered.
CGi Posted August 2, 2018 Posted August 2, 2018 1 hour ago, Halstrom said: Also any idea where I find the FourPlayProxy.esp? Please make sure you use version 12 of the proxy which you can find here. 59 minutes ago, Halstrom said: So looking at the XML files it seems there is no current way to define positions for cum destination purposes So do we need Animation authors to add tags like: PenisToVagina PenisToMouth PenisToAnus VaginaToPenis MouthToPenis AnusToPenis VaginaToVagina MouthToMouth PenisToPenis AnusToAnus Or do I have to read the position names and have a table of all the possible animations in my mod working out where semen is getting deposited to? Of course this may get messy where some animations like doggy could be either PenisToVagina or PenisToAnal maybe the animations need to be duplicated and named differently so Preferences for Anal/Vaginal could be considered. At the moment there is no common/shared keyword base, so you'll have to talk to animators to include what you need or create your own XML's for the animations you use and add the keywords you need to those. 2
kraoro Posted August 2, 2018 Posted August 2, 2018 This is probably a dumb question, but is there a way to delay how long it takes actors to put their clothes back on? Is it setting id="equip_delay" ? Right now, they get dressed almost immediately after exiting the animation, which means you can't see any of the overlays.
Halstrom Posted August 2, 2018 Posted August 2, 2018 <animation id="Farelle_SM_Threesome_Gangbang" time="60"> <actor gender="M" skeleton="Supermutant"> <idle form="6340" id="SM_THREESOME_GANGBANG_SM01" cumtag="PenisToVagina" striptag="Pants"/> </actor> <actor gender="M" skeleton="Supermutant"> <idle form="6341" id="SM_THREESOME_GANGBANG_SM02" cumtag="PenisToAnus" striptag="Pants"/> </actor> <actor gender="F"> <idle form="633F" id="SM_THREESOME_GANGBANG_FEMALE" cumtag="VaginaToPenis AnusToPenis" striptag="Pants"/> </actor> </animation> I have never programmed in XML before, so do just create overwrites for the existing XMLs or can I create one separate XML for all an Authors animations? How does stripping work? Can there be a Tag added so some animations like blowjobs don't require stripping or does that have to be done in the mod that calls the sex scene? 1
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 2 hours ago, Halstrom said: Cool, now I'm getting it and also you have a typo in the Wiki: "String[] tags = Utility.VarToVarArray(akArgs[3]) as Actor[]" should be "as String" Thank you. Good catch. I will fix that soon. Can't immediately because I'm currently working on the API and have already made a bunch of changes to those docs. I just finished a pretty big overhaul to the main API functions. There is now "StartScene" to replace both QuickScene and StartSceneByPosition. Those old functions will remain to prevent existing mods from breaking. But, StartScene uses a Struct to hold many/most scene settings. This is a much more flexible, scalable solution so that I don't have to make a giant function and can add new settings for people without interfering with existing mods. 2 hours ago, Halstrom said: So looking at the XML files it seems there is no current way to define positions for cum destination purposes So do we need Animation authors to add tags like: PenisToVagina PenisToMouth PenisToAnus VaginaToPenis MouthToPenis AnusToPenis VaginaToVagina MouthToMouth PenisToPenis AnusToAnus Or do I have to read the position names and have a table of all the possible animations in my mod working out where semen is getting deposited to? Of course this may get messy where some animations like doggy could be either PenisToVagina or PenisToAnal maybe the animations need to be duplicated and named differently so Preferences for Anal/Vaginal could be considered. You shouldn't need to make a table to track this. Instead, animators should add the tags and your mod runs different code depending on what they are with an If... Else If statement. In the community, I see it working like this: Mod Author A is making a mod that uses animations through AAF. As part of their "Documentation for Animators" they write one of these things: Quote In order for your animations to trigger xyz in my mod, you need to add tags based on the following table/guide: .... -OR, similarly- Quote In order for your animations to trigger xyz in my mod, you need to add tags based on the standardized tag guide put together by worldFamousModder. Docs explaining what those tags are here: http://win.com Then Mod Author B who is making animations adds those tags to their animations, then triggering whatever is needed in Mod Author A's mod. 44 minutes ago, kraoro said: This is probably a dumb question, but is there a way to delay how long it takes actors to put their clothes back on? Is it setting id="equip_delay" ? Right now, they get dressed almost immediately after exiting the animation, which means you can't see any of the overlays. Not currently. But, it has come up before. Can you do me a favor and post a feature request for that on the issue tracker (linked in my signature)? 3
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 3 minutes ago, Halstrom said: How does stripping work? Can there be a Tag added so some animations like blowjobs don't require stripping or does that have to be done in the mod that calls the sex scene? Every position animation can have a "startEquipmentSet" and "stopEquipmentSet". You can have as many of those as you want, defined in an equipmentSet XML file. Those define which slots get unequipped. So, you could have one that unequips all of them and another with no slots affected. Then put different ones on different animations depending on what you want. You will see in current animation packs that its common to put startEquipmentSet and stopEquipmentSet in the default node which then applies that to every position animation in that XML file. But, it doesn't have to be like that. You can use different sets per animation. I also plan to add capability to do unequipping through the positionTree widget. Basically buttons to unequip things while you are navigating animations, whenever it makes sense to you. Typically, the equipmentSet files have come with animation packs so animators can control that. But, someone could make a standard set of them for everyone to use. And I do plan to add some overrides into the API so that a mod can choose differently at the Papyrus level also. That should be easier to do now that I updated the API to use the Struct for settings. 3 minutes ago, Halstrom said: I have never programmed in XML before, so do just create overwrites for the existing XMLs or can I create one separate XML for all an Authors animations? You can do either. Files will get over-written if they are named exactly the same. But, I designed AAF to read all XML files in the folder. At the top of most XML files is a "dataSet" attribute. Multiple XML files using that same dataSet all stack up and are added to that category of data (provided that they have valid structure). For example, all animation XML files point to the "animation" dataSet. You could have 10+ of them with different animations and they just add everything they have to that dataSet. Similar with equipmentSets and just about anything else. This way, all of these mods can cross-reference each other. One animation pack can use the equipmentSets that another mod author made, etc. The only real exception to this that I can think of is the AAF_settings.xml file. That is not meant to have multiples. 1
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 26 minutes ago, Halstrom said: <animation id="Farelle_SM_Threesome_Gangbang" time="60"> <actor gender="M" skeleton="Supermutant"> <idle form="6340" id="SM_THREESOME_GANGBANG_SM01" cumtag="PenisToVagina" striptag="Pants"/> </actor> <actor gender="M" skeleton="Supermutant"> <idle form="6341" id="SM_THREESOME_GANGBANG_SM02" cumtag="PenisToAnus" striptag="Pants"/> </actor> <actor gender="F"> <idle form="633F" id="SM_THREESOME_GANGBANG_FEMALE" cumtag="VaginaToPenis AnusToPenis" striptag="Pants"/> </actor> </animation> I have never programmed in XML before, so do just create overwrites for the existing XMLs or can I create one separate XML for all an Authors animations? How does stripping work? Can there be a Tag added so some animations like blowjobs don't require stripping or does that have to be done in the mod that calls the sex scene? Your usage of tags here is off just to clarify. There is only one "tag" attribute and multiple tags are comma-separated. So, like this: tag="tagA,tagB,tagC" More info here about equipping/unequipping: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToChangeEquipmentSettings Also, tags can technically be added to animations. But, they should be added to positions instead in the position XML. 1
Halstrom Posted August 2, 2018 Posted August 2, 2018 19 minutes ago, dagobaking said: Your usage of tags here is off just to clarify. There is only one "tag" attribute and multiple tags are comma-separated. So, like this: tag="tagA,tagB,tagC" More info here about equipping/unequipping: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToChangeEquipmentSettings Also, tags can technically be added to animations. But, they should be added to positions instead in the position XML. Cool, that makes sense, I knew I would be doing something wrong One thing I wonder about with putting a cum destination tag in positioning is how do we know which actor is in which position? Is Fred in the Female actors mouth and Pete in her Vagina or vice versa? And similar for stripping, if a female is giving a Blowjob she only has to strip her gag off. 1
kraoro Posted August 2, 2018 Posted August 2, 2018 47 minutes ago, dagobaking said: Can you do me a favor and post a feature request for that on the issue tracker (linked in my signature)? Done. Hopefully I posted it in the right place. 1
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 16 minutes ago, Halstrom said: Cool, that makes sense, I knew I would be doing something wrong One thing I wonder about with putting a cum destination tag in positioning is how do we know which actor is in which position? Is Fred in the Female actors mouth and Pete in her Vagina or vice versa? For 3+ actors that is a good question. There might be enough there now to do some kind of scheme (tagA means it was actor A, tagB means it was actor B). 16 minutes ago, Halstrom said: And similar for stripping, if a female is giving a Blowjob she only has to strip her gag off. The equipmentSets can have conditions to them. So, they can be different for male/female, etc. 1
Halstrom Posted August 2, 2018 Posted August 2, 2018 1 hour ago, dagobaking said: For 3+ actors that is a good question. There might be enough there now to do some kind of scheme (tagA means it was actor A, tagB means it was actor B). The equipmentSets can have conditions to them. So, they can be different for male/female, etc. Well there could be the situation where one female engaging in Having her Vagina Licked Out strips while the other doesn't need to while doing Doing the Licking.
RowanSkie Posted August 2, 2018 Posted August 2, 2018 How do I make it that the undressing is only for specific animations? How do I edit the XML so I don't undress everything except certain clothing then?
Cataclysimz Posted August 2, 2018 Posted August 2, 2018 12 hours ago, Halstrom said: It depends where you are in SL, and its not so bad as Minecraft characters but you can spot the noobs and throwaway accounts pretty easy. Its pretty easy to look fantastic from a distance but close up will always show a few issues. My Avatars probably not far above average quality I'd say. The Avatars are usually a lot better than the landscapes Reveal hidden contents It also depends on how much $$ you're willing to spend to make your character look half decent.
forgets Posted August 2, 2018 Posted August 2, 2018 You guys have got to stop this or you are going to make me DL Second Life. 2
astymma Posted August 2, 2018 Posted August 2, 2018 6 hours ago, RowanSkie said: How do I make it that the undressing is only for specific animations? How do I edit the XML so I don't undress everything except certain clothing then? First off, you have to define an equipmentSet, either in a new file or by editing AAF_equipmentSetData.xml. In it, you create a new named equipmentSet , let's say you call it "UnEquipModified" to remove what you want removed and then a re-equip set called "EquipModified" to re-equip after the animation. Just cut and paste the default ones named "unEquip" and "reEquip" add/remove biped slots from the list. Now that you have these named equipmentSet entries, you have to realize that most position xml files have these located in a tag called defaults at the top of the position xml. Typically it will use AAF's default equipment stripping and redressing so it'll say startEquipmentSet="unEquip" stopEquipmentSet="reEquip". However, you can edit an individual position tag to have the line. <position id="Some_Position_01" animation="Some_Animation_01" tags="pose" startEquipmentSet="UnEquipModified" stopEquipmentSet="EquipModified"/> This will override what's in the defaults tag for that one position. 2
astymma Posted August 2, 2018 Posted August 2, 2018 And oh, my avatar in SL ( I only ever play males in games/SL): Spoiler 3
forgets Posted August 2, 2018 Posted August 2, 2018 1 hour ago, astymma said: First off, you have to define an equipmentSet, either in a new file or by editing AAF_equipmentSetData.xml. In it, you create a new named equipmentSet , let's say you call it "UnEquipModified" to remove what you want removed and then a re-equip set called "EquipModified" to re-equip after the animation. Just cut and paste the default ones named "unEquip" and "reEquip" add/remove biped slots from the list. Now that you have these named equipmentSet entries, you have to realize that most position xml files have these located in a tag called defaults at the top of the position xml. Typically it will use AAF's default equipment stripping and redressing so it'll say startEquipmentSet="unEquip" stopEquipmentSet="reEquip". However, you can edit an individual position tag to have the line. <position id="Some_Position_01" animation="Some_Animation_01" tags="pose" startEquipmentSet="UnEquipModified" stopEquipmentSet="EquipModified"/> This will override what's in the defaults tag for that one position. ...I am not smart enough to do this man
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 8 hours ago, Halstrom said: Well there could be the situation where one female engaging in Having her Vagina Licked Out strips while the other doesn't need to while doing Doing the Licking. I should have thought of this earlier. But, there are other ways to apply start/stop equipment sets based on actions. So, in this case, you could define a licking vs a sex action with different equipment changes for each. Check out the XML files that Polistiro put together for lesbians as an example. He applies an equipmentSet to add a strap-on based on the action rather than the animation. Multiple animations can use the same action XML and it is character specific rather than entire-animation specific. 20 minutes ago, astymma said: And oh, my avatar in SL ( I only ever play males in games/SL): Reveal hidden contents Aha. A fan of the french bulldog. 2
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 2 minutes ago, forgets said: ...I am not smart enough to do this man Yes you are. It's easier than it sounds once you get in there and start moving things around. 2
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