requiredname65 Posted January 16, 2021 Posted January 16, 2021 7 hours ago, dagobaking said: equipmentSet resetAll functionality. AAF now clears the recorded outfit that is restored each time an outfit restoration occurs. So, if the re-equip timer hasn't expired before another scene starts, the recorded outfit is still whatever was worn before the first scene. This should allow AAF to properly update the outfit if it is changed in between scenes. A question, is this functionality reliant upon defining a starting/stopping equipmentSet? Any issues with animations tagged pose, hidden? I recompiled all related AAF dependant mods against 161.1 before seeing this: 1. triggered position without start- and stopEquipmentSets wearing outfit A (underarmor and all vanilla armor slots) 2. exited scene 3. few ingame hours pass while doing combat etc, re-equip timer is set 5 so it's should have triggered by now 4. dropped outfit A to ground and started a scene with start- and stopEquipmentSets ( vanilla AAF sets using unequip everything, not other xmls overwriting this ) 5. after scene, timer expires and outfit A is duplicated on PC 6. any scene afterwards would clone equipment for slots used by outfit A but not equipped by outfit worn before latest scene. Nice job with UI visuals and animations though, looks great.
maddadicusrex Posted January 16, 2021 Posted January 16, 2021 7 minutes ago, vaultbait said: Scenes started by which mods? Or do you see the same thing when starting them from the AAF wizard interface? Animations shouldn't necessarily need updating when AAF updates, but the XML schema has gotten tighter over time and some animations or animation patches may need their XML syntax cleaned up/corrected so they will still pass AAF's validation. This release actually reverses the non-backward-compatible change in the StopScene API method so that mods with scripts built against AAF from the <=147 era will work again, but any built against 154 will need to be rebuilt against 161.1 if they use StopScene (for the same reason). It's a clear sign the author values users being able to continue using abandoned mods where possible. I have tried starting scenes with Home key and SEU. I have tried 161.1 with Simple Patch and Indarello's Patch and my animations still remain stuck at unjoining. I did not try 161.1 without any patches. I am a sucker for auto staged and combined animations..
3dsilverfox Posted January 16, 2021 Posted January 16, 2021 2 hours ago, maddadicusrex said: I have tried starting scenes with Home key and SEU. I have tried 161.1 with Simple Patch and Indarello's Patch and my animations still remain stuck at unjoining. I did not try 161.1 without any patches. I am a sucker for auto staged and combined animations.. I am having the same issue at my end and it does not seem to matter whether it is savagecabbage or lieto .. the animation gets stuck unjoining and does not allow exit.
maddadicusrex Posted January 16, 2021 Posted January 16, 2021 3 hours ago, maddadicusrex said: I have tried starting scenes with Home key and SEU. I have tried 161.1 with Simple Patch and Indarello's Patch and my animations still remain stuck at unjoining. I did not try 161.1 without any patches. I am a sucker for auto staged and combined animations.. It was an old patch still enabled in my load order. I was using it for another mod and it also messed with animation XMLS which messed with current AAF. Deleted and problem was fixed.
3dsilverfox Posted January 16, 2021 Posted January 16, 2021 2 minutes ago, maddadicusrex said: It was an old patch still enabled in my load order. I was using it for another mod and it also messed with animation XMLS which messed with current AAF. Deleted and problem was fixed. Which Patch?
reconphil Posted January 16, 2021 Posted January 16, 2021 I just downloaded the update and installed it into MO2. MO2 is showing the version as 161.0beta. The file has the correct version AAF Beta 161.1-31304-161-1b-1610779295.7z. Is that a problem? Did I do something wrong? Thanks.
dagobaking Posted January 16, 2021 Author Posted January 16, 2021 4 hours ago, vaultbait said: This release actually reverses the non-backward-compatible change in the StopScene API method so that mods with scripts built against AAF from the <=147 era will work again, but any built against 154 will need to be rebuilt against 161.1 if they use StopScene (for the same reason). It's a clear sign the author values users being able to continue using abandoned mods where possible. Aye. I can't remember what originally caused that "can't end" bug. But, IIRC it had to do with that compiling issue. So, updating the updated mods one more time should fix that. 4 hours ago, requiredname65 said: A question, is this functionality reliant upon defining a starting/stopping equipmentSet? I don't believe so. IIRC it checks to see if there is a recorded outfit at the beginning of every scene. If so, it leaves it alone. If not, it creates one. 4 hours ago, requiredname65 said: Any issues with animations tagged pose, hidden? I'm not aware of one. I'm not sure how this would impact those since they don't typically include any equipment changing. 4 hours ago, requiredname65 said: I recompiled all related AAF dependant mods against 161.1 before seeing this: 1. triggered position without start- and stopEquipmentSets wearing outfit A (underarmor and all vanilla armor slots) 2. exited scene 3. few ingame hours pass while doing combat etc, re-equip timer is set 5 so it's should have triggered by now 4. dropped outfit A to ground and started a scene with start- and stopEquipmentSets ( vanilla AAF sets using unequip everything, not other xmls overwriting this ) 5. after scene, timer expires and outfit A is duplicated on PC 6. any scene afterwards would clone equipment for slots used by outfit A but not equipped by outfit worn before latest scene. I don't follow what happened in steps 1-3. If a position started without any equipmentSet changes there would be nothing to re-equip? Or, did equipment changes happen in other ways (manual with manager, etc.)? 4 hours ago, requiredname65 said: Nice job with UI visuals and animations though, looks great. Thank you!
dagobaking Posted January 16, 2021 Author Posted January 16, 2021 2 minutes ago, reconphil said: I just downloaded the update and installed it into MO2. MO2 is showing the version as 161.0beta. The file has the correct version AAF Beta 161.1-31304-161-1b-1610779295.7z. Is that a problem? Did I do something wrong? Thanks. No. This is expected. A hotfix was needed before it released (thus the .1). But, we wanted to avoid some additional work that would be required to update the version number.
maddadicusrex Posted January 16, 2021 Posted January 16, 2021 1 hour ago, 3dsilverfox said: Which Patch? It was a leftover file from One Patch, I believe?
requiredname65 Posted January 16, 2021 Posted January 16, 2021 1 hour ago, dagobaking said: IIRC it checks to see if there is a recorded outfit at the beginning of every scene. If so, it leaves it alone. If not, it creates one. Wasn't that reworked in 156b such that if recorded outfit exists, it's purged and a fresh new entry from current outfit is created? Quote I don't follow what happened in steps 1-3. If a position started without any equipmentSet changes there would be nothing to re-equip? Or, did equipment changes happen in other ways (manual with manager, etc.)? A scene played one position without start- or stopEquipmentSets from start to end (with startScene and endScene functions). No equipment changes, manual or automatic, of any kind. After some time outfit which was equipped during earlier scene was dropped to ground (via another mod before AAF was called) and scene started soon after. This scene had positions with stock start- and stopEquipmentSets [unEquip, reEquip]. After reequip timer of 5s triggered, outfit that was equipped during earlier scene, and dropped before latest scene, was duplicated on player char producing duplicates. Any subsequent scenes kept readding/-equipping this outfit even if pieces of it weren't equipped when they were initialized. This behavior seems to counter changes in 156b 'AAF now clears the recorded outfit that is restored each time an outfit restoration occurs.' EDIT: Hold that thought! Any chance AAF just needs a reload or fresh save? After continuing from same save, I tried to get bogus re-equipping to occur again but it didn't. Should it start to occur again, I'll post again but for now there seems to be no problem.
dagobaking Posted January 17, 2021 Author Posted January 17, 2021 7 hours ago, requiredname65 said: Wasn't that reworked in 156b such that if recorded outfit exists, it's purged and a fresh new entry from current outfit is created? I dont recall exact order of things. It was re-worked so that it only allows replacing the recorded outfit after so much time. That way, if the actor leaves one scene and starts another right away it doesnt record "no outfit" as the current one. 7 hours ago, requiredname65 said: After some time outfit which was equipped during earlier scene was dropped to ground (via another mod before AAF was called) and scene started soon after. Is it possible that the other mod removes those items after the scene starts? For instance, while the actor is walking to an animation location? 7 hours ago, requiredname65 said: EDIT: Hold that thought! Any chance AAF just needs a reload or fresh save? After continuing from same save, I tried to get bogus re-equipping to occur again but it didn't. Should it start to occur again, I'll post again but for now there seems to be no problem. It is possible that a new game is needed. It's difficult to follow if/when that is needed. If it happens again we can start with the above question.
requiredname65 Posted January 18, 2021 Posted January 18, 2021 9 hours ago, dagobaking said: Is it possible that the other mod removes those items after the scene starts? For instance, while the actor is walking to an animation location? No. Item removal is done well before any call to startScene, with utility.waits spinkled between. All of this happens inside same function block. This also occurs when items are dropped manually before initializing scenes from gui or content mods. Using reEquip bipedSlot=.. instead of resetAll results in same behavior. Both AAF_PlayerEquipment and activeEquipmentStorage accurately reflect what PC had equiped before second scene started. 11 hours ago, dagobaking said: It is possible that a new game is needed. No dice, it is still an issue starting with new fresh vanilla save from vault 111 exterior. Atleast scenes playing positions with no stopEquipmentSet won't trigger this which might be why I thought it was solved earlier. 11 hours ago, dagobaking said: It was re-worked so that it only allows replacing the recorded outfit after so much time How long is 'so much time'. I've tried to wait atleast 1 irl minutes between scenes with reequip_delay set to 5 and -1. In fresh new save from outside vault 111 with AAF + Attached QA, no content mods: -2 start new game without mods -1 make a save at v111 exterior 0. enable aaf and load that save, aaf startbox messages are shown as expected for new save 1. start a scene via gui using DANCE position with default start- stopEquipmentSet (attached xmls provide vanilla DANCE position) 2. end scene with <end> button 3. aaf re-equips items as expected 4. wait until re-equip timer has expired (based on decompiled swf, this should take 1000ms with reequip_delay set to -1) 5. manually drop/unequip all items 6. start a scene via gui using DANCE or other position with default start- stopEquipmentSet 7. end scene with <end> button 8. items dropped/unequipped earlier in step 4 are cloned/equipped onto character, those items are not listed in AAF_PlayerEquipment or activeEquipmentStorage structures during/after scene started in step 6. As a sidenote, dropped items are erroneously listed in equipment manager during second scene (step 6) as those items are no longer in actors inventory. Also attempting to use condition to not re-equip items on player by using this xml will break/stall unequipping for next scene. First scene unequips items on player as expected, nothing was re-equipped at the end as expected. When a new scene is started, AAF doesn't unequip items on player (npcs weren't tested). All scenes had only solo positions for player char. <equipmentSet id="reEquip"> <condition isPlayer="false"> <reEquip resetAll="true"/> </condition> <condition isPlayer="true"> <reEquip bipedSlot="Hair Top"/> <reEquip bipedSlot="Hair Long"/> <reEquip bipedSlot="FaceGen Head"/> <reEquip bipedSlot="Scalp"/> <reEquip bipedSlot="FX"/> <!-- same behavior as with above <reEquip resetAll="false"> --> </condition> </equipmentSet> In the mean time, I just hack around this by modifying AAF_MainQuestScript::updateEquipment to not touch items on playerRef at all. Spoiler Function updateEquipment(Var[] actorFormID, Var[] equipment, Var[] isEquip) Actor[] targetActor = new Actor[actorFormID.Length] Form[] equipmentForms = new Form[equipment.Length] Bool[] isEquipBool = new Bool[isEquip.Length] int i = 0 While i < actorFormID.Length targetActor[i] = Game.GetForm(actorFormID[i] as Int) as Actor equipmentForms[i] = Game.GetForm(equipment[i] as Int) as Form isEquipBool[i] = isEquip[i] as Bool i = i + 1 EndWhile i = 0 While i < actorFormID.Length If equipmentForms[i] != None If isEquipBool[i] == False targetActor[i].UnEquipItem(equipmentForms[i], False, True) ; If targetActor[i] == currentDoppelganger ; PlayerRef.UnEquipItem(equipmentForms[i], False, True) ; EndIf Else Bool hack = targetActor[i] == currentDoppelganger || targetActor[i] == playerRef If !hack targetActor[i].EquipItem(equipmentForms[i], False, True) EndIf ; If targetActor[i] == currentDoppelganger ; ; PlayerRef.EquipItem(equipmentForms[i], False, True) ; EndIf EndIf EndIf i = i + 1 EndWhile EndFunction AAF - QA - ReEquipRedux.7z
Caliban44 Posted January 19, 2021 Posted January 19, 2021 On 12/31/2020 at 5:20 PM, maddadicusrex said: If you notice, it stops at processing position tree, which means either an outdated animation pack or XML patch might be causing the hiccup... i am also not able to get past 68% as maddadcusrex and the only animation packs i have installed are vadermania[AAF] which is v1.1 and fourplay animations by crazy v1.3 and i have no other animation packs nor any of the female walk animations from nexus. this is my new load order before activating AAF Active Mod Files: 00 Fallout4.esm 01 DLCRobot.esm 02 DLCworkshop01.esm 03 DLCCoast.esm 04 DLCWorkshop02.esm 05 DLCWorkshop03.esm 06 DLCNukaWorld.esm 07 Unofficial Fallout 4 Patch.esp [Version 2.1.1] 08 ArmorKeywords.esm 09 BodyTalk3-RaiderNormalsFix.esl 0A HairVariations_Sophisticate.esp 0B HairVariations_Conversions.esp 0C HairVariations_YoungAtHeart.esp 0D MiscHairstyle.esp 0E KSHairdos.esp 0F BetterModDescriptions.esp 10 WeaponModFixes-GOTY.esp 11 BetterModDesc_NuW.esp 12 BodyTalk3-LooksMenu.esp 13 LooksMenu.esp 14 LooksMenu Customization Compendium.esp 15 PinUpRedLipstick LMCC.esp [Version 2.0] 16 The Eyes Of Beauty.esp 17 AzarPonytailHairstyles.esp 18 Lots More Female Hairstyles.esp 19 MoreHairstyles4Female.esp 1A KSHairdos_oel.esp 1B Sun'sHepsyHair.esp 1C AdditionalHairColors.esp 1D VX PubicHair.esp 1E FusionGirl.esp 1F FusionGirlLooksMenu.esp 20 Armorsmith Extended.esp and this is the load order after activating/installing AAF 00 Fallout4.esm 01 DLCRobot.esm 02 DLCworkshop01.esm 03 DLCCoast.esm 04 DLCWorkshop02.esm 05 DLCWorkshop03.esm 06 DLCNukaWorld.esm 07 Unofficial Fallout 4 Patch.esp [Version 2.1.1] 08 ArmorKeywords.esm 09 BodyTalk3-RaiderNormalsFix.esl 0A AAF.esm [Version 161.1] 0B HairVariations_Sophisticate.esp 0C HairVariations_Conversions.esp 0D HairVariations_YoungAtHeart.esp 0E MiscHairstyle.esp 0F KSHairdos.esp 10 BetterModDescriptions.esp 11 WeaponModFixes-GOTY.esp 12 BetterModDesc_NuW.esp 13 BodyTalk3-LooksMenu.esp 14 LooksMenu.esp 15 LooksMenu Customization Compendium.esp 16 PinUpRedLipstick LMCC.esp [Version 2.0] 17 The Eyes Of Beauty.esp 18 AzarPonytailHairstyles.esp 19 Lots More Female Hairstyles.esp 1A MoreHairstyles4Female.esp 1B KSHairdos_oel.esp 1C Sun'sHepsyHair.esp 1D AdditionalHairColors.esp 1E VX PubicHair.esp 1F FusionGirl.esp 20 FusionGirlLooksMenu.esp 21 AAF_Four-Play_Animations_Crazy6987.esp 22 Armorsmith Extended.esp 23 Vadermania[AAF_anims].esp 24 AAF_debug_on.esp as you can see i have a whole lot less mods active trying to get AAF working (remember stuck at 68%, and this is waiting till i am out of vault 111 and sitting on top of the entrance and looking at sanctuary hills) typing in console stopquest aaf_mainquest does absolutely nothing have waited 5 mins before typing in startquest aaf_mainquest the whole time waiting to restart the aaf quest, the 68% in the upper right corner never vanishes and the aaf_debug_on.esp is only there to see if the mod is working, IF i ever get AAF working then the debug mod will go bye bye, the theme i have installed is AAF_VanillaKinkyCreatureAnimations_Themes_V201014.0 so out of the 37 mods i have active which mod is keeping aaf from working? i would like to go back to playing FO4 again but AAF is keeping me from being able to play so how am i going to get to play FO4 without removing AAF and the mods that depend upon it and going back to four play
Caliban44 Posted January 19, 2021 Posted January 19, 2021 oh almost forgot here is the papyrus log Papyrus.2.log
maddadicusrex Posted January 19, 2021 Posted January 19, 2021 1 hour ago, Caliban44 said: i am also not able to get past 68% as maddadcusrex and the only animation packs i have installed are vadermania[AAF] which is v1.1 and fourplay animations by crazy v1.3 and i have no other animation packs nor any of the female walk animations from nexus. this is my new load order before activating AAF Active Mod Files: Hide contents 00 Fallout4.esm 01 DLCRobot.esm 02 DLCworkshop01.esm 03 DLCCoast.esm 04 DLCWorkshop02.esm 05 DLCWorkshop03.esm 06 DLCNukaWorld.esm 07 Unofficial Fallout 4 Patch.esp [Version 2.1.1] 08 ArmorKeywords.esm 09 BodyTalk3-RaiderNormalsFix.esl 0A HairVariations_Sophisticate.esp 0B HairVariations_Conversions.esp 0C HairVariations_YoungAtHeart.esp 0D MiscHairstyle.esp 0E KSHairdos.esp 0F BetterModDescriptions.esp 10 WeaponModFixes-GOTY.esp 11 BetterModDesc_NuW.esp 12 BodyTalk3-LooksMenu.esp 13 LooksMenu.esp 14 LooksMenu Customization Compendium.esp 15 PinUpRedLipstick LMCC.esp [Version 2.0] 16 The Eyes Of Beauty.esp 17 AzarPonytailHairstyles.esp 18 Lots More Female Hairstyles.esp 19 MoreHairstyles4Female.esp 1A KSHairdos_oel.esp 1B Sun'sHepsyHair.esp 1C AdditionalHairColors.esp 1D VX PubicHair.esp 1E FusionGirl.esp 1F FusionGirlLooksMenu.esp 20 Armorsmith Extended.esp and this is the load order after activating/installing AAF Hide contents 00 Fallout4.esm 01 DLCRobot.esm 02 DLCworkshop01.esm 03 DLCCoast.esm 04 DLCWorkshop02.esm 05 DLCWorkshop03.esm 06 DLCNukaWorld.esm 07 Unofficial Fallout 4 Patch.esp [Version 2.1.1] 08 ArmorKeywords.esm 09 BodyTalk3-RaiderNormalsFix.esl 0A AAF.esm [Version 161.1] 0B HairVariations_Sophisticate.esp 0C HairVariations_Conversions.esp 0D HairVariations_YoungAtHeart.esp 0E MiscHairstyle.esp 0F KSHairdos.esp 10 BetterModDescriptions.esp 11 WeaponModFixes-GOTY.esp 12 BetterModDesc_NuW.esp 13 BodyTalk3-LooksMenu.esp 14 LooksMenu.esp 15 LooksMenu Customization Compendium.esp 16 PinUpRedLipstick LMCC.esp [Version 2.0] 17 The Eyes Of Beauty.esp 18 AzarPonytailHairstyles.esp 19 Lots More Female Hairstyles.esp 1A MoreHairstyles4Female.esp 1B KSHairdos_oel.esp 1C Sun'sHepsyHair.esp 1D AdditionalHairColors.esp 1E VX PubicHair.esp 1F FusionGirl.esp 20 FusionGirlLooksMenu.esp 21 AAF_Four-Play_Animations_Crazy6987.esp 22 Armorsmith Extended.esp 23 Vadermania[AAF_anims].esp 24 AAF_debug_on.esp as you can see i have a whole lot less mods active trying to get AAF working (remember stuck at 68%, and this is waiting till i am out of vault 111 and sitting on top of the entrance and looking at sanctuary hills) typing in console stopquest aaf_mainquest does absolutely nothing have waited 5 mins before typing in startquest aaf_mainquest the whole time waiting to restart the aaf quest, the 68% in the upper right corner never vanishes and the aaf_debug_on.esp is only there to see if the mod is working, IF i ever get AAF working then the debug mod will go bye bye, the theme i have installed is AAF_VanillaKinkyCreatureAnimations_Themes_V201014.0 so out of the 37 mods i have active which mod is keeping aaf from working? i would like to go back to playing FO4 again but AAF is keeping me from being able to play so how am i going to get to play FO4 without removing AAF and the mods that depend upon it and going back to four play Vadermania and Crazy are old, outdated animation packs that usually will only work with patches. You need updated animation packs like Savage Cabbage and BP70 that are actually supported by the new AAF. AAF is a framework and has no animations built in. AAF also has a required mod list as well as several "how to setup "threads on this forum. I suggest you search them out..
VonHelton Posted January 19, 2021 Posted January 19, 2021 17 hours ago, maddadicusrex said: Vadermania and Crazy are old, outdated animation packs that usually will only work with patches. You need updated animation packs like Savage Cabbage and BP70 that are actually supported by the new AAF. AAF is a framework and has no animations built in. AAF also has a required mod list as well as several "how to setup "threads on this forum. I suggest you search them out.. Violate requires Vadermania.......
VonHelton Posted January 19, 2021 Posted January 19, 2021 On 1/18/2021 at 10:47 AM, requiredname65 said: Also attempting to use condition to not re-equip items on player by using this xml will break/stall unequipping for next scene. First scene unequips items on player as expected, nothing was re-equipped at the end as expected. Ok, so why does BOS Officer Underarmor re-equip BEFORE the session ends? In fact, why does it show at all, since it is NOT in my companion's stuff?
Grimmdal Posted January 20, 2021 Posted January 20, 2021 hi, im trying to build a brothel , is it somehow possible to have multiple actors use animations at the same time , aka 4 people have sex at different places at the same time ? like this i only have 1 hooker working
Fiona159 Posted January 20, 2021 Posted January 20, 2021 3 hours ago, VonHelton said: Violate requires Vadermania....... Right.And Crazy is needed for masturbation.
vaultbait Posted January 20, 2021 Posted January 20, 2021 30 minutes ago, Grimmdal said: hi, im trying to build a brothel , is it somehow possible to have multiple actors use animations at the same time , aka 4 people have sex at different places at the same time ? like this i only have 1 hooker working Yes, AAF is capable of many animations at once. You can spawn additional animations with the on-screen wizard if you need to test that. I've also had plenty of times where different AAF-based mods started their own animations running concurrently. Some mods also start multiple animations at the same time, the orgy events in Boston Devious Helper as an example. For that matter, there's a stress test mod (I forget the name) which can be used to spawn something like 20-30 animations at once. If you're only seeing one animation happen at a time, that's up to the mod you're using to start them.
dagobaking Posted January 20, 2021 Author Posted January 20, 2021 On 1/18/2021 at 7:47 AM, requiredname65 said: How long is 'so much time'. I've tried to wait atleast 1 irl minutes between scenes with reequip_delay set to 5 and -1. It resets to allow updating the recorded outfit once the reEquip after a scene is triggered. How long that takes is configurable in the ini. But, I think it's 30 seconds by default? Thank you for the additional notes and QA file. I will test and see what I can find/fix for a future build.
dagobaking Posted January 20, 2021 Author Posted January 20, 2021 On 1/18/2021 at 7:47 AM, requiredname65 said: In fresh new save from outside vault 111 with AAF + Attached QA, no content mods: -2 start new game without mods -1 make a save at v111 exterior 0. enable aaf and load that save, aaf startbox messages are shown as expected for new save 1. start a scene via gui using DANCE position with default start- stopEquipmentSet (attached xmls provide vanilla DANCE position) 2. end scene with <end> button 3. aaf re-equips items as expected 4. wait until re-equip timer has expired (based on decompiled swf, this should take 1000ms with reequip_delay set to -1) 5. manually drop/unequip all items 6. start a scene via gui using DANCE or other position with default start- stopEquipmentSet 7. end scene with <end> button 8. items dropped/unequipped earlier in step 4 are cloned/equipped onto character, those items are not listed in AAF_PlayerEquipment or activeEquipmentStorage structures during/after scene started in step 6. I will look at this more closely as well. But, reading this... it sounds like the issue is that the ability to re-record the outfit is blocked because a reEquip event is never triggered because you have it disabled (setting equipDelay to -1). The 1000ms delay iirc is just a utility delay to allow certain code to execute in a good order. Can you reproduce the issues you are seeing without setting equipDelay to -1?
dagobaking Posted January 20, 2021 Author Posted January 20, 2021 Actually, I think the issue was that the ability to record the outfit was only reset if you used resetAll. I have updated that now. But, haven't tested against your files yet to confirm fix. Will do so when I can.
VonHelton Posted January 20, 2021 Posted January 20, 2021 Tried the new AAF.......Dog animations are FUBAR.
VonHelton Posted January 20, 2021 Posted January 20, 2021 10 hours ago, Fiona159 said: Right.And Crazy is needed for masturbation. ....and now 3D Max has expired for some of the animators, like it did me for armor & weapons. Right when we need newer versions of some of these like Crazy.
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