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Posted
28 minutes ago, rufgt said:

I hid one of the actors and tried to export, but this message popped up:

 

[0xabba8dc8] Warning : Some nodes have duplicated names. This may cause some filters to get confused:
  'Hands'(x2)  'BaseFemaleHead:0'(x2)  'BaseFemaleHeadRear:0'(x2)  'Root'(x2)  'Camera'(x2)  'AnimObjectA'(x2)  'AnimObjectB'(x2)  'CamTargetParent'(x2)  'CamTarget'(x2)  'COM'(x2)  'Pelvis'(x2)  'LLeg_Thigh'(x2)  'LLeg_Calf'(x2)  'LLeg_Calf_Low_skin'(x2)  'LLeg_Foot'(x2)  'LLeg_Toe1'(x2)  'LLeg_Calf_skin'(x2)  'LLeg_Thigh_Low_skin'(x2)  'LLeg_Thigh_skin'(x2)  'LLeg_Thigh_Fat_skin'
    Exported 521 nodes, 2 node selection sets, 32 materials, 32 meshes, 0 lights, 4 cameras, 10 skin bindings.
Filter Manager ready

 

I'm not sure if I'm hiding the actor completely. All I did was highlight the entire actor and hit 'Hide Selection'. If there is a proper way, please do let me know.

That version of hiding will not work. That just hides them from view. But, not from the export process. There may or may not be a way to hide from export. I just do it the old fashioned way and delete one body, export. Revert. Delete the other body, export.

 

17 minutes ago, CGi said:

@dagobaking First version of the primary and secondary installers. The number in front of the files names indicates the installation order before even starting the installer.

The package with the additional components will not install anything if AAF was not found but this mechanic lead to the need for a special introduction window.

This window shows both options ("Welcome" and "AAF Not Found") due to how Mod Organizer works and it's the only bypass i found for this behaviour of MO.

The not fitting option is disabled and the chosen one enabled and selected to somehow show what's going on. Hope it's not to confusing.

 

The additional components have their own version number so user will know if it has been updated or if only the main package needs to be downloaded.

Please test both and let me know what you think.

Once you're satisfied with them, i'll create the final version by adding multilingual support to them.

 

1_AAF V27 alpha.7Z (2MB) | 2_AAF - Additional Components V1.0.7Z (22.2MB)

Thank you! Will check these out and follow up today.

 

 

Posted
28 minutes ago, dagobaking said:

Is it allowed to package F4SE with a mod?

Not going to happen for multiple reasons.
One reason: The bundled version of F4SE is outdated but the user has mods that need the newer version. Then installing your mod and not unticking F4SE will lead to a shite load of errors and bug reports for every mod affected. And i can not detect if F4SE is installed or what version it is using an XML installer. A C# installer can do that but support for those is now legacy so i prefer to no longer use them.

Posted
11 minutes ago, CGi said:

Not going to happen for multiple reasons.
One reason: The bundled version of F4SE is outdated but the user has mods that need the newer version. Then installing your mod and not unticking F4SE will lead to a shite load of errors and bug reports for every mod affected. And i can not detect if F4SE installed or what version it is using an XML installer. An C# installer can do that but support for those is now legacy so i prefer to no longer use them.

 

No problem. I think that is how it should be. I just thought that the first version you posted included it. I think I misread the options and didn't actually install from there to avoid over-writing dev files.

 

I just posted Alpha 28. Another attempt to fix the stubborn "frozen actors" bug. I haven't been able to repeat the frozen actors in my tests with this build. But, I haven't tested with all mods, situations...

Posted
24 minutes ago, dagobaking said:

 

Ouch. That is a tough one. Hm. I was thinking about having a routine during startup that checks that all animation source esp from the xml are in fact loaded (and throwing an error if not). That would have caught this for you. It might slow startup a little tho.... 

i had all esps checked at 1st but something else was wrong so started new game(and forgot to tick it back) with  all the game/mod versions,checking scripts,f4se plugins and managed to miss the obvious in a whole confusion :smiley:   checking required data for a complex mod to function is always welcomed,but on the other side even when ure done with this mod,animation packs(hopefully) will still be coming in years and years (khm...skyrim...khm..) so it can deny the usefulness of itself if it checks for 3 1st packs for example and not for 10 more that show up at a later date when u moved on to fallout 5 xD...maybe just checks for really required mods to function like u seem to have,and a brain and common sense from users to NOT forget about actually enabling animations lel..

 

p.s. on the other hand since im a noob at this if  animation maker can update xml himself with his animations so AAF checks his own pack at start it could work...but how much start lag would there be with 10 packs then?...complex question this turned out to be xD

Posted
26 minutes ago, dagobaking said:

No problem. I think that is how it should be. I just thought that the first version you posted included it. I think I misread the options and didn't actually install from there to avoid over-writing dev files.

 

I just posted Alpha 28. Another attempt to fix the stubborn "frozen actors" bug. I haven't been able to repeat the frozen actors in my tests with this build. But, I haven't tested with all mods, situations...

The installer did and still does include the Four-Play Community F4SE Plugin as it's needed to run AAF, not F4SE itself.
So i had to find a picture to represent that somehow but failed so i made one to match the pictures for MO, Docs and Source Scripts which are all made by me to a degree.
But if you still have the working version for your AAF logo, then please create pictures for DoF, the FP Community Plugin and the FP Proxy so they match in style.
PNG's with a transparent background prefered. Then you have no need for NSFW pictures and the pictures are easier reusable.

 

Will upload updated installers some time later.

Posted
8 minutes ago, lordbayron said:

i had all esps checked at 1st but something else was wrong so started new game(and forgot to tick it back) with  all the game/mod versions,checking scripts,f4se plugins and managed to miss the obvious in a whole confusion :smiley:   checking required data for a complex mod to function is always welcomed,but on the other side even when ure done with this mod,animation packs(hopefully) will still be coming in years and years (khm...skyrim...khm..) so it can deny the usefulness of itself if it checks for 3 1st packs for example and not for 10 more that show up at a later date when u moved on to fallout 5 xD...maybe just checks for really required mods to function like u seem to have,and a brain and common sense from users to NOT forget about actually enabling animations lel..

 

p.s. on the other hand since im a noob at this if  animation maker can update xml himself with his animations so AAF checks his own pack at start it could work...but how much start lag would there be with 10 packs then?...complex question this turned out to be xD

 

This would check for them dynamically. I think the reason I didn't do it before was that you can technically enter a different source esp for each individual animation. So, it was more complex than I thought worth it at the time.

 

In the end, I don't think it would take much time. Probably less than a second. Depends on how many animations we're talking about though.

 

 

Posted
31 minutes ago, dagobaking said:

 

This would check for them dynamically. I think the reason I didn't do it before was that you can technically enter a different source esp for each individual animation. So, it was more complex than I thought worth it at the time.

 

In the end, I don't think it would take much time. Probably less than a second. Depends on how many animations we're talking about though.

 

 

if it becomes popular like sexlab  or some pose mods xD well u can expect quite alot lol,since this is not just for adult stuff but other stuff,it may surprass FNIS xxl limit (was it 8k animations? i forgot xD) i did that multiple times on my own,OSA was kinda hard to understand and came a bit late to take full potential,but ure framework is 2nd(four play outdated) and only one in the early stage so i expect alot of interest:)

 

on a side note im fiddling with leito's pack and AAF atm and animations are fluid,look in sync,fast switch between anims...no frozen actors or any other problem..everything works lovely,i did notice something,maybe its just my game tho but worth mentioning

 

1.leito did great work on male body thru animations,picks diff angles in appropriate animation,thru AAF that selection is broken and its always default,installing DOF also makes just 1 kind not appropriate for atleast half animations(anyone installing leito anims wont even need DOF since leito got one for every occasion xD so to say)

 

2.in my game AAF also breaks leito's timers,so 1 stage is looping but since timers are frozen it never goes thru stages,and he has like 3-4 stages for each human anim

Posted

I've deleted one actor completely, but I get this:

 [0xabba89d9] Warning : Bone Root has no bind pose. All bones in the skeleton will use their first keyframe as their bind pose.
    [0xabba44f4] Warning : Skeleton "Root" has multiple roots.
    [0xabba44f4] Warning :   Extra root found in bone : "Camera"
    [0xabba44f4] Warning :   Extra root found in bone : "Camera Control"
    [0xabba44f4] Warning :   Extra root found in bone : "CamTarget"

Posted

Another release candidates and updated installer packages for version 28 alpha.

 

if those work as intended and noone reports any bugs or useability suggestions, then those'll be the base for the final versions.

 

[Attachements deleted]

Posted
50 minutes ago, lordbayron said:

if it becomes popular like sexlab  or some pose mods xD well u can expect quite alot lol,since this is not just for adult stuff but other stuff,it may surprass FNIS xxl limit (was it 8k animations? i forgot xD) i did that multiple times on my own,OSA was kinda hard to understand and came a bit late to take full potential,but ure framework is 2nd(four play outdated) and only one in the early stage so i expect alot of interest:)

 

on a side note im fiddling with leito's pack and AAF atm and animations are fluid,look in sync,fast switch between anims...no frozen actors or any other problem..everything works lovely,i did notice something,maybe its just my game tho but worth mentioning

 

1.leito did great work on male body thru animations,picks diff angles in appropriate animation,thru AAF that selection is broken and its always default,installing DOF also makes just 1 kind not appropriate for atleast half animations(anyone installing leito anims wont even need DOF since leito got one for every occasion xD so to say)

 

2.in my game AAF also breaks leito's timers,so 1 stage is looping but since timers are frozen it never goes thru stages,and he has like 3-4 stages for each human anim

1. If you install DOF and the DOF Patch, the angles should change and be correct for all animations.

2. The different stages are not supported yet in AAF. Will be soon though!

 

26 minutes ago, rufgt said:

I've deleted one actor completely, but I get this:

 [0xabba89d9] Warning : Bone Root has no bind pose. All bones in the skeleton will use their first keyframe as their bind pose.
    [0xabba44f4] Warning : Skeleton "Root" has multiple roots.
    [0xabba44f4] Warning :   Extra root found in bone : "Camera"
    [0xabba44f4] Warning :   Extra root found in bone : "Camera Control"
    [0xabba44f4] Warning :   Extra root found in bone : "CamTarget"

I pretty sure that you can ignore the first warning. The last 4 may be ignorable. Maybe not.

 

The bottom line is to check to see if the animation was exported and works. If not, then go back and see if there was some extra layers that didn't get deleted. (That first warning always seemed to be appear for me. But the animation was made successfully anyway.)

12 minutes ago, CGi said:

Another release candidates and updated installer packages for version 28 alpha.

 

if those work as intended and noone reports any bugs or useability suggestions, then those'll be the base for final versions.

 

1_AAF V28 alpha.7Z (1.6MB) | 2_AAF - Compatibility Patches V1.0.7Z (21.1MB)

Look good to me. Thanks again!

Posted
40 minutes ago, dagobaking said:

I pretty sure that you can ignore the first warning. The last 4 may be ignorable. Maybe not.

 

The bottom line is to check to see if the animation was exported and works. If not, then go back and see if there was some extra layers that didn't get deleted. (That first warning always seemed to be appear for me. But the animation was made successfully anyway.)

All of those warnings are preventing me from creating the file. I even tried deleting Camera, Camera Control, and CamTarget from the scene. When I did that, only the first error appeared but I still wasn't able to create the file. I tried looking if there was anywhere I can look to see where those extra roots were, but I couldn't. Right now, it looks like there's no evidence that there was ever another actor in the scene. Maybe I made a mistake when I imported another actor into the scene. I really hope I don't have to start from scratch. The scene looked pretty damn good, lol. If you're wondering, it was a lesbian 69 scene. There aren't many (or any) lesbian animations on here, so I thought I'd do the community a favor.

Posted
1 minute ago, rufgt said:

All of those warnings are preventing me from creating the file. I even tried deleting Camera, Camera Control, and CamTarget from the scene. When I did that, only the first error appeared but I still wasn't able to create the file. I tried looking if there was anywhere I can look to see where those extra roots were, but I couldn't. Right now, it looks like there's no evidence that there was ever another actor in the scene. Maybe I made a mistake when I imported another actor into the scene. I really hope I don't have to start from scratch. The scene looked pretty damn good, lol. If you're wondering, it was a lesbian 69 scene. There aren't many (or any) lesbian animations on here, so I thought I'd do the community a favor.

Don't give up too soon.

 

Have you double-checked that you are not doing export all configuration and that the bones txt file is loaded?

Posted
19 minutes ago, dagobaking said:

Don't give up too soon.

 

Have you double-checked that you are not doing export all configuration and that the bones txt file is loaded?

I always make sure of that. For Create Animations, I load the Fallout4Rig3rd.txt file every time and I Write to Platform. Lastly, I hit 'Run Configuration', not 'Run All Configurations' and I get those errors.

Posted
23 minutes ago, rufgt said:

I always make sure of that. For Create Animations, I load the Fallout4Rig3rd.txt file every time and I Write to Platform. Lastly, I hit 'Run Configuration', not 'Run All Configurations' and I get those errors.

Which exact version of Havok Tools are you using? I had an issue where I wasn't using the right version.

Posted
4 minutes ago, dagobaking said:

Which exact version of Havok Tools are you using? I had an issue where I wasn't using the right version.

HavokContentTools_2014-1-1_20150216_64Bit_Anarchy

Posted

Hm. That is the right one. So, maybe there is something going on with what has (or hasnt) been deleted. 

 

Can you successfully do a simple single actor animation and see that the animation publishes ok, etc.?

Posted
7 minutes ago, dagobaking said:

Hm. That is the right one. So, maybe there is something going on with what has (or hasnt) been deleted. 

 

Can you successfully do a simple single actor animation and see that the animation publishes ok, etc.?

I was able to create a single actor animation. Tried saving it to my desktop, but it didn't work. Saved it to a file and it worked. I checked to see if it was the same case with the 2-actor scene, but no.

Posted
19 minutes ago, rufgt said:

I was able to create a single actor animation. Tried saving it to my desktop, but it didn't work. Saved it to a file and it worked. I checked to see if it was the same case with the 2-actor scene, but no.

Unfortunately, it's not something I can troubleshoot very well with the info I have.

 

Since you can export the one, the worst case scenario is that you deleted something you needed when you made the 2 actor scene to start from.

 

But, more likely, you just need to keep trying variations of removing the other actor. If you can't get anywhere with that after some time, you might ask ShadeAnimator. If he is available he could probably deduce what is happening quickly.

Posted
16 minutes ago, dagobaking said:

Unfortunately, it's not something I can troubleshoot very well with the info I have.

 

Since you can export the one, the worst case scenario is that you deleted something you needed when you made the 2 actor scene to start from.

 

But, more likely, you just need to keep trying variations of removing the other actor. If you can't get anywhere with that after some time, you might ask ShadeAnimator. If he is available he could probably deduce what is happening quickly.

I'll just copy and paste the positions of each body part onto a new single-actor scene. Thank you for your help! :smile:

Posted
6 hours ago, CGi said:

if those work as intended and noone reports any bugs or useability suggestions, then those'll be the base for the final versions.

Tested. Installation works great. Just one thing: "AAF Not Found" confused me when i see it... Fortunately i saw your precedent post.

I also tried to tick this option when installing and it's impossible to activate mod later with nexus mod manager. Only thing to do it's to uninstall mod completely and restart a new installation.

 

FOMOD is a great thing, thnaks for that.

Posted
15 hours ago, dagobaking said:

Were you testing with the same characters and location every time?

 

It is possible that switching locations/characters for your tests caused it to work again. But, the timing of that maybe made it seem like it had to do with the number of plugins.

 

There IS a chance that plugin number has some influence. I never like to ignore any possibility with this type of troubleshooting. But, my hunch is that it is something else.

I was testing with my usual character and a mod free save just outside vault 111. My usual character I tested in Homeplate, Diamond city and croup manor. The proplem wasn't affected by anything other than the plugin count.

 

BUT. I'm at 185 plugin right now and got it to work by moving AAF to the very top of the load order (Under the esm's). Leito's animations are still at the very bottom of the load order. (the proplems was still there using the last nexus version) Hope that helps.

 

On unrealted note. Here's a bug and suggestion. For animations including the player the walking stage doesn't happen anymore. It fades to black and the animation starts. Sometimes my character is being humped by an invisible ghoust. It does work with NPC on NPC. (I did modify fMinPlayerMoveToDistForLoadScreen to 2000)

 

EDIT: Seems to be working now. But the player needs to be at a distance from the npc.

 

I know you have a lot on your plate but I have a suggestion. It's by no means a priority.

Maybe add keys to the interface so we can move the scene. Like shift and arrow keys to move the animation if both characters were clipping through a wall or an object also move them up and down.

Posted
4 hours ago, flutie said:

well, just wanted to thank @CGi and @dagobaking for their hard work, modders like them is the reason I support this sight

@CGi and @dagobaking , TAKE A BREAK

Thank you. No break for the wicked. ;)

1 hour ago, Polistiro said:

Tested. Installation works great. Just one thing: "AAF Not Found" confused me when i see it... Fortunately i saw your precedent post.

I also tried to tick this option when installing and it's impossible to activate mod later with nexus mod manager. Only thing to do it's to uninstall mod completely and restart a new installation.

 

FOMOD is a great thing, thnaks for that.

And thank you.

And regardiing the FOMOD: Confusing is no good and i can't expect people to read back to a post that explains things & stuff. And whatever caused NMM to deny installing the mod again, i can only guess it's due to the confusing check. The final version will have the check for AAF removed.

Posted
On 4/8/2018 at 5:49 PM, dagobaking said:

Design-wise, it is intended to go a bit beyond the animation handling. In other words, in addition to handling ways to play animations from packs it has (or will have) some other related bells and whistles like UI displays, menus, statistics, etc. My reasoning for that broadening of scope for the framework is that there are some features that are much easier to make work well when they are directly integrated with the data. I can just as easily add those features already working as I can make a generic API for them and wait/wonder if someone else will make a mod extension that does it. The idea is to create the generic tools that were popularly installed together anyway in Skyrim so that other modders focus more on content creation and integration into Fallout rather than adding more tools, troubleshooting which tools work together, etc.

 

Some people may prefer a more narrow scope for the framework. I completely respect that too. There are definitely pros/cons in every direction. AAF is just my take that I hope others can make use of.

 I like your take on it. Thanks for your work on this, and good luck. 

Posted

 

8 hours ago, CGi said:

Updated the Compatibility Patches pack to version 1.1.

New content:
- added support for Dave's Poses
- added support for Sun's Poses

 


Does this mean that if we have Dave's poses installed we can easily access them via the framework ingame? :open_mouth: 

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