Space Engineers

Space Engineers

Animated Interaction
Annastasya 4 Feb, 2017 @ 8:02pm
Animated Interaction and custom skellital structures
First off, thank you for the great work! Animated interaction has an error due to the custom bone naming in the skelliton for Female Armor "Tungsten" [DX11], mod #: 454075333. Tungsten uses a custom skelliton for a female body using names like "SE_F_RigR_Index_3" which causes Animeated Interactions to error since it isn't expecting the extra "_F" in the bone names. I am by no means a 'modder' so I'm unsure how to fix it other than to edit the XML files AND the bone names in the Model files from Female Armor "Tungsten" [DX11] which I doubt I have the right tools for but in testing it seems even by just altering the XML bone names it is not enough. Again, only as a test I attempted to smoosh the two mods together locally and change the bone names in Animeated Interactions. That did remove the error but animations didn't work...likely an issue with needing to map the animations in the Tungsten.SBC, which I did not do since it looked more complicated than just simply adding some text here and there. As a note I tested simply modifying the bone names in Animeated Interactions to reflect the bones of Female Armor "Tungsten" [DX11] and there were no more errors, however still no animations...possibly still an animation mapping issue from the suit? I can see from comments in the Female Armor "Tungsten" [DX11] mod thread that I'm not the only person trying to get these two mods to work together. Is there any chance that through collaberation these two mods can become compatible? Many thanks! =-D
Last edited by Annastasya; 4 Feb, 2017 @ 8:42pm
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Showing 1-4 of 4 comments
Digi  [developer] 5 Feb, 2017 @ 7:25am 
I think the reason it still doesn't work after you rename the bone is because of how the new animation system works, see Data/AnimationControllers/InteractionController.sbc, it requires a specific character ID to work.
<Id Type="MyObjectBuilder_AnimationControllerDefinition" Subtype="Default_Astronaut" />

Try copying that file and paste it in the same folder and change the Subtype to the tungsten armor's subtype, see if that works.

So far I can just remove the error from being an annoyance and move it to when you change the character but as a log warning, so at least people know why my mod doesn't work. (EDIT: which I just did :P)
Last edited by Digi; 5 Feb, 2017 @ 7:53am
Annastasya 6 Feb, 2017 @ 6:15am 
Thanks for the reply. CJay who made the Tungston mod had this to say so far:

"The animations don't work because animated interactions uses custom animations that I haven't transferred to my character yet. (I'd probably have to re-do them since I don't have the FBX files). My plan to fix the missing bones was just to add a dummy bone with the right name, but I don't have my tools set up to re-compile the model at the moment. I'll see what I can do."

I'm not sure if that alone will fix it or if what you said will also need to be done. I haven't tried your fix yet but if I am understanding correctly, it makes sense as an "identifier" based on the subtype. As far as I can see all of the other custom suit mods I have tried (that work on their own already) work just fine with your mod. (Did I mention how much I love your mods? I have more of them than I can count.) So my guess is that it is due to the highly customized nature of Tungsten that there is any issue at all and likely something that will be most accurately addressed by CJay but I'll let him know what I heard from you. Hopefully it will make his adjustments for compatibility easier.

Thanks again Digi! =-*

P.S.: I didn't mind the error message as it pointed out clearly that something wasn't right, which is very good to know! But I greatly appreciate the efforts in looking into this for me!
Last edited by Annastasya; 6 Feb, 2017 @ 6:16am
Digi  [developer] 6 Feb, 2017 @ 1:05pm 
I think if they rename the bones to match the vanilla names then the animations should work fine (with the animation controller for that character subtypeId ofc).

Then I can include that controller and some code checks to make it compatible...

But it would be rather weird as that model doesn't have a wrist LCD =) so I'm not sure if you'd want the animations to happen.
Annastasya 6 Feb, 2017 @ 7:22pm 
I really appreaciate all of the effor Digi! I hadn't thought about the actual wrist pad... I'll just pretend that I like to check the time a lot! =-Þ Plus who doesn't want to highlander a cable out of nowhere to plug into everything they touch? Makes me feel a computer hacker... or maybe someone with too many random wires in their pocket for some reason. hehe
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