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 Just a small tease video to make the waiting more bearable 
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
----

Here is a short video of Monica in the dungeon doing her daily exercises.

The texturing and clothing are one of the 8 presets for the character.
It is also possible to select random settings so the character will vary automatically in appearance.

Attachment:
jiggle1.jpg
jiggle1.jpg [ 174.23 KiB | Viewed 34938 times ]


On a side note:
The bounce animation only consists of only two keyframes and uses the following scripts:


To start the jiggle:

tit.jiggle.you.set =
{
loc.ss.state = JIGGLE0;
loc.ss.state2 = START1;
loc.ss.state3 = NONE;

set_state(loc.ss);
}



To stop the jiggle:


stop.you.set =
{
loc.ss.state = MOVE0;
loc.ss.state2 = START1;
loc.ss.state3 = STAND;

set_state(loc.ss);
}



The actual jiggle state machine:

<jiggle0_state>

case (state.dyn.me.do.state2)
{
[START1]
{
// Jiggle
loc.sp.pose_type = JIGGLE;
loc.sp.pose_id = 0;
loc.sp.waypoint = "#front:MAIN";
loc.sp.exact = 0;
los.sp.par = 2;
SetPose(loc.sp);

state.dyn.me.do.pose.sp = loc.sp;
state.dyn.me.do.pose.state2 = START2;
state.dyn.me.do.state2 = POSE_WAIT;
}

[START2]
{
do_set_timer(60);

// Look down somewhat
loc.hs.state = LOOKDOWN;
loc.hs.dur = 0;
loc.hs.scale = 0.3;
SetHeadState(loc.hs);

state.dyn.me.do.state2 = JIGGLING;
}

[JIGGLING]
{
loc.ts = GetTs();

[loc.ts >= state.dyn.me.do.ts]
[state.dyn.me.do.pose.finish]
{
// Reset head
loc.hs.state = NONE;
loc.hs.dur = 0;
loc.hs.scale = 1.0;
SetHeadState(loc.hs);

basic_state();
}
}
}

</jiggle0_state>



The animation movie (uses two keyframes, the timing is in seconds):

movie "jiggle_0"
{
frame[11000] = 1.5;
frame[11000] = 0.7;
frame[11010] = 0.7;
frame[11000] = 0.6;
frame[11010] = 0.5;
frame[11000] = 0.4;
frame[11010] = 0.4;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.3;
frame[11010] = 0.3;
frame[11000] = 0.25;
frame[11010] = 0.25;
frame[11000] = 0.25;
frame[11010] = 0.25;
frame[11000] = 0.25;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.35;
frame[11000] = 0.35;
frame[11010] = 0.4;
frame[11000] = 0.4;
frame[11010] = 0.5;
frame[11000] = 0.5;
frame[11010] = 0.6;
frame[11000] = 0.0;
}



The animation settings:

pose_type[+]
{
type = JIGGLE;
id = 0;
name = "*jiggle_0";

need_type = STAND;
need_id = 0;

fade_in = 1.5;

damp = 3;

loop = true;
}


Thu Nov 20, 2014 10:38 am
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Joined: Thu Feb 13, 2014 3:54 pm
Posts: 379
Location: United States
Two things:

1. Thanks for giving us an example of hand-coded animation to study off of!
2. What is that funnel-looking thingy on the table in the back? It caught my eye and I am intrigued.


Thu Nov 20, 2014 3:17 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@TheMohawkNinja

Yes it is a funnel. Works just like a funnel would normally, only its purpose in this context is somewhat different.
(E.g. it can be used for better aiming in her mouth :mrgreen: )


Thu Nov 20, 2014 4:10 pm
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Joined: Sun Mar 31, 2013 12:26 am
Posts: 229
:shock:

Amazing! 12 hours of programing are not enough. You must stop resting! :P

Quote:
2. What is that funnel-looking thingy on the table in the back? It caught my eye and I am intrigued.


We saw it being used

Image

It's pretty useful for enemas or watersports.


Thu Nov 20, 2014 4:14 pm
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Joined: Fri May 30, 2014 4:27 am
Posts: 87
Ahhh... AWESOME!

Thanks for posting the video, xpadmin! It's awesome! I can't wait to mess around with all the commands that can be given, and with being able to move the girls around how we want them! It's going to be epic....and that's not saying anything about the modding potential...


As for the funnel...here's hoping we can put it OTHER places too :P ;) Though oral using a funnel...:D:D:D


Thu Nov 20, 2014 4:39 pm
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Joined: Fri Jun 27, 2014 2:57 pm
Posts: 169
xpadmin wrote:
The animation movie (uses two keyframes, the timing is in seconds):

I see two frame number, that make sense. What are the other number, influence/scale or delta second instead of absolute second?


Thu Nov 20, 2014 5:02 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
The numbers after the frames are the duration of the frame in sec.
So it takes x sec to interpolate from frame[n] = x to frame[n2] (cos interpolation).


Thu Nov 20, 2014 5:06 pm
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Joined: Fri Jun 27, 2014 2:57 pm
Posts: 169
xpadmin wrote:
To start the jiggle:

tit.jiggle.you.set =
{
loc.ss.state = JIGGLE0;
loc.ss.state2 = START1;
loc.ss.state3 = NONE;

set_state(loc.ss);
}


Sorry, one more. Here you setting property to a block of code, this new feature? Or is more like event callback?


Thu Nov 20, 2014 5:15 pm
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Joined: Fri May 30, 2014 4:27 am
Posts: 87
I'm hoping there will be a modding guide for this when it is released (Not necessarily right away, I understand that those things take time ;) ) But as someone who hasn't written in C (any variant) I will definitely have to ask questions and such...


Thu Nov 20, 2014 5:18 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@modderman

'tit.jiggle.you.set' is a function that is called by the NLP when you type in a sentence like "can you giggle your tits" or "please giggle your boobs".

When that function exists (like it does in this case), the code of that function is executed.
You could also add 'jiggle.you.set = tit.jiggle.you.set'. In that case also a sentence like "please jiggle" or "can you jiggle for me" results in activation of the same code.

Easiest is to read these 'functions' backwards, so 'tit.jiggle.you.set' becomes 'set.you.jiggle.tit' or less cave-hole english 'command:you.jiggle.your.tits'.


@MasterAaran

Absolutely. I am adding the code to these previews to give an impression on how modding can be done. It is absolutely not meant to be read as a tutorial.
We will create a wiki in the future with examples and tutorials.


Thu Nov 20, 2014 5:31 pm
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