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Posted

Currently developing my first mod that adds tails to seraphs into the game, and I have made the model and some animations to go along with it! However, when trying to apply the animations in-game, it breaks the tail in ways that I don't really understand.

In the first image is the tail completely stripped of animations, and holds itself together fine. However, the moment I add animations to its .json file, it completely breaks apart in-game (second picture).

The reason why this is confusing to me is because every single animation I made only modifies the rotation, not the position. Furthermore, I did a bit of experimenting, and noticed that I can still animate the first section of the tail completely as-expected, assuming it's the only part that the animation is effecting (pictured 3rd and 4th). Attempting to add the second part of the tail to the animation makes it behave in unexpected ways (pictured 5th and 6th).

If anyone has any clue what's going on here, or would like to see more of my code for debugging, please let me know. ^^'' This is thoroughly stumping me.
 

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Posted

I have to admit that I haven't done any animations in the VSMC yet, so I haven't stumbled across this problem yet. Your JSON looks fine.

I doubt that this is caused by errors, so I don't think that anything will show up in the logs. Still it'd be my first stop.

How does the full animation look in the VSMC?

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Posted

 

6 hours ago, fish_i said:

The reason why this is confusing to me is because every single animation I made only modifies the rotation, not the position.

Just commenting on this narrow bit, it's very easy in 3D for rotation to affect position. In 3D, you aren't moving/rotating/scaling objects, you're moving/rotating/scaling the actual space they exist in. If I scale down on Z to make a cube flat, it's actually still a perfect cube, just in flattened space. If I rotate a cube, it's easily possible it'll move around wildly, because I'm not rotating the cube around its center, I'm rotating the space that the cube exists in around its center. If those two centers aren't in the same place, the cube will move as well as rotate.

So to solve your problem I think you need to figure out where your transform origins are. This is all generic 3D stuff though, not specific to VSMC. It's been a while since I've been in there, so I'm a little fuzzy on the VSMC-specifics. A full JSON file to toy around with might be helpful in figuring out where it's going wrong though.

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Posted
3 hours ago, Brady_The said:

I have to admit that I haven't done any animations in the VSMC yet, so I haven't stumbled across this problem yet. Your JSON looks fine.

I doubt that this is caused by errors, so I don't think that anything will show up in the logs. Still it'd be my first stop.

How does the full animation look in the VSMC?

Like this!

newseraphwalkcyclegifWM.gif

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Posted
2 hours ago, Diff said:

 

Just commenting on this narrow bit, it's very easy in 3D for rotation to affect position. In 3D, you aren't moving/rotating/scaling objects, you're moving/rotating/scaling the actual space they exist in. If I scale down on Z to make a cube flat, it's actually still a perfect cube, just in flattened space. If I rotate a cube, it's easily possible it'll move around wildly, because I'm not rotating the cube around its center, I'm rotating the space that the cube exists in around its center. If those two centers aren't in the same place, the cube will move as well as rotate.

So to solve your problem I think you need to figure out where your transform origins are. This is all generic 3D stuff though, not specific to VSMC. It's been a while since I've been in there, so I'm a little fuzzy on the VSMC-specifics. A full JSON file to toy around with might be helpful in figuring out where it's going wrong though.

I see I see! I've attached the .json that includes the tail's shape as well as the walk animation I'm trying to debug.

I've also figured it may have had something to do with the origins, though after examination in VSMC, I can't seem to find anything wrong with them..? They appear to be placed correctly to me.

tailseperatedtest3.json

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Posted

UPDATE: I finally got SOMETHING working!!! But, the way I set it up is a lot different than I had it before.

Instead of having a tail with an animation as a SeraphSkinPart, I just inserted the tail and animation directly into the seraph-faceless.json. (tail got inserted as a child of lowertorso, the tail walk animation was inserted into the existing walk animation) Bit of a nuclear option, but it works..!!! I'll keep poking at this idea to see if there's some other way I could make this customizable...

FINALLYAWORKINGTAIL.gif

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  • Amazing! 1
Posted
46 minutes ago, Brady_The said:

Do you know about https://mods.vintagestory.at/playermodellib? I haven't done any player model mods, so I can't help you much in this regard, but I know that https://mods.vintagestory.at/goblinears makes use of the mod, which is very similar in scope.

I do know about both of these! I'll mess around with PlayerModelLib to see if I can make it work with what I'm trying to do. :)

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