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1 hour ago, Pazz2 said:

Editing the XML files only partially solves this problem. You can't set the offset per animation, or at least I don't know how. Meaning that even if I change the offsets, some animations are still not aligned properly.

I change offsets per animation inside the animationData.xml file, here's a string of example:

<animation id="Vs-2P-Bed03-03Cowgirl" time="500" offset="17,0,0,0:17,0,0,0">

The group of offsets is defined in this way: X1,Y1,Z1,Angle Z1 : X2,Y2,Z2,Angle Z2

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54 minutes ago, Pazz2 said:

If one actor in the scene is taller, shorter, wider or thinner than average, the bodies don't align properly.

 

Editing the XML files only partially solves this problem. You can't set the offset per animation, or at least I don't know how. Meaning that even if I change the offsets, some animations are still not aligned properly.

 

I explained this before. It was doable with Four Play and console commands, but not with AAF unfortunately. 

 

And no, I don't use children in the animations. And the option to automatically set actor height still doesn't solve the problem.

 

Thanks.

Putting a tag on the tip of the penis & a tag on the inside of the vagina should cause them to line up no matter how tall or short they are. This isn't quite what I'm talking about, but should give you a good idea of what I mean.

 

https://blender.stackexchange.com/questions/7094/python-assign-custom-tag-to-vertices

 

?

 

 

 

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6 hours ago, Tentacus said:

EDIT: Yup... I noticed it was only happening with anal. I'm now 90% certain it was because of the way I put together my fragment. (a messagebox was interrupting the stripping I think) Carry on... I'm a dumbass.

Might be helpful to get confirmation on what was happening. Then I might be able to make AAF recover better in that situation.

2 hours ago, Pazz2 said:

Editing the XML files only partially solves this problem. You can't set the offset per animation, or at least I don't know how. Meaning that even if I change the offsets, some animations are still not aligned properly.

As AJ points out, you can set the offset per actor, per animation in XML.

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I have issues starting scenes via script...

 

When I try to start a scene with two female actors I get the error that there are no animations installed for FF.

Failed to start 'FF' scene because there are no 'FEMALE HUMAN + FEMALE HUMAN' animations using tags:  (and excluding tags: AGGRESSIVE).

 

But I see plenty of FF animations when I start a scene via the AAF menu, so I definitely have some installed...

 

 

Another problem I encountered is when I try to start a scene where a male actor is masturbating ( includeTags = "Masturbation" ) it will use female animations. The actor is also not undressing, he keeps all his cloth on ?

 

Anyone has a clue what is going on here?

 

 

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20 minutes ago, Akor said:

When I try to start a scene with two female actors I get the error that there are no animations installed for FF.

Failed to start 'FF' scene because there are no 'FEMALE HUMAN + FEMALE HUMAN' animations using tags:  (and excluding tags: AGGRESSIVE).

 

But I see plenty of FF animations when I start a scene via the AAF menu, so I definitely have some installed...

From memory, I think that error should say "animatiosn using tags: NONE" if you are not filtering the animation list in this call. So, this suggest to me that maybe you are sending in "" as the tag to use, which of course does not exist. Possible?

20 minutes ago, Akor said:

Another problem I encountered is when I try to start a scene where a male actor is masturbating ( includeTags = "Masturbation" ) it will use female animations. The actor is also not undressing, he keeps all his cloth on ?

Is it possible that the female animations don't have gender tags set on them? Or, that the ignore gender setting is set to true?

 

Maybe something is up with the equipmentSet controlling undressing?

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On 2/11/2019 at 6:48 AM, dagobaking said:

... But, however it gets used, it is by design that other users in the community author the various configurations based on their preferences. It is a predictable result that there will be a learning curve as people try things, release patches/files/packs, etc.

 

The up-side of this model is that it relies less on me long term. If I were to stop dev on AAF there is already a lot that can be done by others to continue building on it, making variations in config, adding/removing features in packs and so on.

Just wanted to add some thoughts about your statement:

I have recently done some AAF Wiki exploration and just by reading through the XML-File section i am convinced there are a ton of possibilities. But they are hardly used by animators or not used at all. Just have a look at the Narration-XML (+referencing to it via attributes in other files) you can throw out some additional text lines at the screen, while the animation stage runs, or the Topic-XML to connect custom Dialog-Topics created in the Creation Kit with AAF animations to make the actors speak to each other during animations (don't know if these are fully tested or already implemented though)

 

You can create a small set of animation loops and transitions for use as stages and create a ton of different looking staged animations just by altering and recombining the different animation stages (if loops and transitions have similar start and ending positions, otherwise most results may look awkward). Or even a ten minute FO4-porn (only if there is no timelimit or other coded restrictions in AAF)

 

And AAF is not restricted to sex. You are an animator and you always wanted to sit down and drink a beer with Preston after killing a giant crab? You can perfectly do that with AAF (okay a handheld bottle mesh might be a problem but i don't know honestly). Another example: You want to be rejected in a fairly harsh way? Create an animation so piper can slap your characters face, tag it right and AAF will play it. (okay the first example is unlikely to happen. Before someone at LL will create a winners party with Preston, there will be 100 scenes surrendering him to the Mirelurk que...King! i guess ?)

 

In my opinion the main problem is for now: There are only few people creating animations and even less really feel comfortable using all of these xml-files.

 

PS: I am really curious if this "staged clothing system" feature will 1. really be implemented and 2. ever be used. Having a staged animation with a shirt switching it's state from dressed -> partially undressed -> fully undressed (what are in fact 3-n shirt items applied at different times to the character and not a single shirt), while the animation progresses would be awesome. But even harder to get it right.

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On 4/24/2018 at 7:29 AM, DeathtoSlaanesh said:

 

I have a freeze problem in newest version. Gathering is works, but animations are not starting. 

 

Is this occured by mod conflict?

20180424211746_1.jpg

that menu on the top right hand corner, I cannot get for my character and cait to show up at all.  Lemme guess, it's an AAF issue and no one over there can or will help me so I'm SOL?

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6 hours ago, DengoJo said:

Just have a look at the Narration-XML (+referencing to it via attributes in other files) you can throw out some additional text lines at the screen, while the animation stage runs, or the Topic-XML to connect custom Dialog-Topics created in the Creation Kit with AAF animations to make the actors speak to each other during animations (don't know if these are fully tested or already implemented though)

Yeah. Both are in there. Narration is basically apropos built in. Someone needs to write the text.

 

Topic speaking appears to be working after some recent updates and tests. So, similarly, it needs authors to make the content files and plug them in.

 

Making that content does take a lot of thought and work. But, I think it will be added in time.

6 hours ago, DengoJo said:

You can create a small set of animation loops and transitions for use as stages and create a ton of different looking staged animations just by altering and recombining the different animation stages (if loops and transitions have similar start and ending positions, otherwise most results may look awkward). Or even a ten minute FO4-porn (only if there is no timelimit or other coded restrictions in AAF)

The main way I imagined it working from the beginning was to have scenes be more incremental so that users make decisions along the way to control what happens instead of watching it through passively. That functionality is there in positionTrees. But, has not been used too much yet.

 

I do hope that over time more authors make content for the "controlled scenes". Maybe it's subjective. But, I think CE0 showed in Skyrim that it can be a fun approach.

6 hours ago, DengoJo said:

And AAF is not restricted to sex. You are an animator and you always wanted to sit down and drink a beer with Preston after killing a giant crab? You can perfectly do that with AAF (okay a handheld bottle mesh might be a problem but i don't know honestly). Another example: You want to be rejected in a fairly harsh way?

Another good point. And I again cite CE0's work in Skyrim. The non-XXX aspects he added, I thought, brought a lot to the game. So, I had the more tame, romantic stuff in mind for AAF too. It's kind of odd to me that Bethesda danced around romance so much. You could romance characters. But, you can't even see them hugging or holding hands? Rated R movies show more than that and this is "M".

6 hours ago, DengoJo said:

In my opinion the main problem is for now: There are only few people creating animations and even less really feel comfortable using all of these xml-files.

I think it's getting there at a promising rate due to a lot of hard work by many people. AAF asks a lot from the community by being a very open-ended framework without me providing any content examples at all (like CE0 did). So, it's a lot for people to figure out and I continue to be motivated by others taking the time to learn and use it.

6 hours ago, DengoJo said:

PS: I am really curious if this "staged clothing system" feature will 1. really be implemented and 2. ever be used. Having a staged animation with a shirt switching it's state from dressed -> partially undressed -> fully undressed (what are in fact 3-n shirt items applied at different times to the character and not a single shirt), while the animation progresses would be awesome. But even harder to get it right.

This feature is actually around 50% complete already. It will be finished. Whether or not it will be used, I can't know because its up to other authors to use it. And it is a big ask because making 3-4 models for one outfit can be a lot of work. (Though, I think the undressed models should be a lot easier since they can be modifying an existing mesh.)

 

I kind of think that it will get used for key items that many characters wear. But, would be great to see a ton of conversions for it.

 

Related to this feature is the idea of undergarments. I plan on extending the staged system so that undergarments can be configured to appear when the top layer of clothes is removed. This way boxers and bras, etc. can be there as another removable item instead of being baked into the skin texture.

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4 hours ago, dalengwyr said:

that menu on the top right hand corner, I cannot get for my character and cait to show up at all.  Lemme guess, it's an AAF issue and no one over there can or will help me so I'm SOL?

You mean aside from all the people that had help provided to them incl. VonHelton?
Please get on the AAF Discord and we'll see what can be done about that.

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13 hours ago, dagobaking said:

From memory, I think that error should say "animatiosn using tags: NONE" if you are not filtering the animation list in this call. So, this suggest to me that maybe you are sending in "" as the tag to use, which of course does not exist. Possible?

Is it possible that the female animations don't have gender tags set on them? Or, that the ignore gender setting is set to true?

 

Maybe something is up with the equipmentSet controlling undressing?

I only set the .ExcludeTags property to "Aggressive", .IncludeTags was probably Empty/None. Is that what you mean by filtering? Do I always have to set IncludeTags to a valid tag?

 

 

I'm not sure if the animations have correct tags set. I didn't modify any AAF xml, I installed the animation mods and left everything how it was. :(

 

 

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2 minutes ago, Akor said:

I only set the .ExcludeTags property to "Aggressive", .IncludeTags was probably Empty/None. Is that what you mean by filtering? Do I always have to set IncludeTags to a valid tag?

No. You don't need to set any settings you don't need. I was just theorizing that maybe you set it to blank (ie. "") and that was breaking things.

 

I have made changes to the code in that vicinity. So, maybe something was broken in that process.

 

I need a more precise explanation for how to reproduce it on my end to troubleshoot.

2 minutes ago, Akor said:

I'm not sure if the animations have correct tags set. I didn't modify any AAF xml, I installed the animation mods and left everything how it was. :(

I don't see how wrong tags would mess it up because you are only excluding. If there is nothing to exclude that shouldnt be an issue.

 

Something is definitely wrong for it to not have "NONE" as the include filter in that error. I'm just not sure how "" would get there...

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Was wondering did something dramaticly change between 0.49 and 0.5 ++ version ?? because the last known version who actually still wotks well for me is 0.49 after that if i try installing 0.5 or higher on clean system the part where all of AAF Normally initialize goes well but the screen never ends. but i dont see any error the last part that the screen stops is where says dialog.

 

All i notice is the settingsxml format is different for 0.49 and lower compare to 0.5 and higher.

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43 minutes ago, D_ManXX2 said:

Was wondering did something dramaticly change between 0.49 and 0.5 ++ version ?? because the last known version who actually still wotks well for me is 0.49 after that if i try installing 0.5 or higher on clean system the part where all of AAF Normally initialize goes well but the screen never ends. but i dont see any error the last part that the screen stops is where says dialog.

 

All i notice is the settingsxml format is different for 0.49 and lower compare to 0.5 and higher.

Which "screen" never ends? The list on the left?
if it stays without showing a direct cause of problems, then there's something else off it can't trace.

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yes the list from left screen never goes away i also dont see any error. it just stops at dialog not sure what is up but 0.49 was working correctly, now higher once just stops without warning.

 

if i got an error then atleast i could troubleshoot. i think it tries too look for somthing the background but just never finishes.

 

This user seem to be having the same bug but mine stops at topic not dialog sorry my mistake. Topic is the highest in the list and then nothing.

 

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4 minutes ago, D_ManXX2 said:

yes the list from left screen never goes away i also dont see any error. it just stops at dialog not sure what is up but 0.49 was working correctly, now higher once just stops without warning.

 

if i got an error then atleast i could troubleshoot. i think it tries too look for somthing the background but just never finishes.

Please post a screenshot.

 

What version? Did you turn trace to Papyrus on and look at the log? Errors in the admin page in-game?

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